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Last Stand - Hive Tyrant
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==Tactics & Strategy== * '''On Achievements:''' ** ''Heavy Hitter'' (Which unlocks the Behemoth Claw) is an achievement that tests your skill on the Anvil of Khorne, as that's the only place where you'll be able to take down Superheavy Units. Even if you're only able to kill one or two of them, you'll be making progress. The real bugger is just making it there. ** ''Megakill!'' (Which unlocks the Rending Stranglethorn) is something that requires the use of either the Devourer Cannon, Bio-Plasma, or Poison Cysts, as these are the only tools the Tyrant owns ''other'' than the Rending Stranglethorn itself that can kill that many enemies in that span of time. Target a pair of high-number, low-health units with the Devourer Cannon (cultists on Anvil are ''ideal''), cluster up a bunch of enemies into a choke-point for Bio-Plasma, or camp a spawn during an Imperial Guard or Ork Wave with Toxic Miasma. Any of these three will earn you the Megakill award easily. * '''On Minions:''' ** '''[[Genestealer]]s''' are your first available minion, are close-combat focused, and the only minion you get more than one of. As far as Minions go, they're not much to write home about on paper - they lack the things that make pretty much all of the other Minions better choices. They do less damage, and perhaps most annoyingly, they're ''excessively'' fragile. Indeed, they are barely more survivable than guardsmen. What they have in return is that they boast the highest attack rate of any minion creature. They have innate corroding effects on their melee attacks (they temporarily debuff enemy armor when they hit), but the effect is relatively minor and won't usually change the tide of battle. Genestealers as a whole will thus have two main attractions: The fact that you get three of the damned things per cast, and their relatively low cost. In addition: they are comparatively fast AND, as melee units, can lock ranged units in melee, thus potentially shutting down damage from a single ranged squad (though impossible to control directly, they tend to attack nearby enemies when they spawn, so deploying them carefully provides some level of control, though their AI can be unpredictable in this regard). Another curious merit they have is their tendency to lock exceptionally powerful and dangerous enemies into their overly extravagant sync kill animations. It can buy you some few precious seconds when avoiding Dreadnoughts, Carnifexes, and the Avatar of Khaine while they spend several seconds showing off their melee talents to their friends. Meanwhile your new Genestealers are back to going choppy on everything else. Note that enemy units are not completely invincible while sync killing; searing and corrosion will continue to liquify them, and the several stacks of searing they acquire while distracted will continue to devour their health bar. ***Genestealers become ''very'' attractive if paired with sacrificial abilities - Explosive Decomposition or Bio-Feedback. Indeed, they're central to both Feedback Invulnerability and Minion Bomber builds due to their extremely cheap cost and the quick cooldown of their summon. They turn into a ''very'' different threat, however, the second you get Evolution and pair this up with literally any other minion buff - keep a keen eye out for Bonded Exoskeleton, Articulated Carapace, Crushing Talons, Implant Attack, and Toxin Sacs. Though Searing damage seems counter-intuitive for them, the fact that they attack so quickly means it builds up quickly and doesn't give a damn about armor. They actually become halfway survivable with a bit of support, especially if you're using the High-Toxin Venom Cannon or Fire on their intended targets with the Devourer Cannon or Stranglethorn to soften them up. If all three Genestealers focus their attacks on one target, they can often do more damage than almost any other minion, but care must be taken given their small size and low health pool; without Evolution and Minion buffs, they're solely useful as screening troops or suicide minions, and don't expect them to do the former very long. **'''[[Tyrant Guard]]''' Are your second minion. These guys are the "tanks" of your minions, having by ''far'' the highest HP and defense. In fact, seeing these things stay standing in the craziest of circumstances isn't unheard of. They have strong melee attacks, but with awkward hit rates that render them squarely average as a melee combatant. Their big edge is actually the fact that they refuse to die, and in fact, use a Taunt ability to draw attacks to them and away from you. In [[Last Stand]], this is a very useful feature, since any attacks directed at the oversized pangolin and not your Hive Tyrant is are ones you don't need to worry too much about. His high health pool renders him a natural choice for Searing, but with a mediocre attack rate, he's only so-so as an offensive choice. You choose the Tyrant Guard to be a meat wall that attacks. As an interesting note, The Tyrant Guard is also ''the'' most powerful minion to use for a Minion Bomber build due to his massive HP count. ***Uniquely, the Tyrant Guard doesn't change all that much when given Evolution. His attack power goes way up, as does his mobility and survivability, but none of this really matters to the reason you chose the damned thing to begin with, which is his tanking for you. Thankfully, that goes way up as well, making him one of the better utility minions. The Tyrant Guard may never solo certain high-profile enemies or dominate battles like the Warrior or Ravener, but his role - keeping you alive - is arguably more critical. They tend to shine brightest in the mid-game, where Evolution isn't available yet and the various assets the Tyrant Guard brings to the table make it the most valuable minion by a head and a hair, but they'll start to flag at level 20. ** '''[[Tyranid Warrior|Warriors]]''' are your first dedicated combat minion that aren't the Genestealers. The Warrior is fast, aggressive, and unlike the Genestealers has a special attack - it can leap into the battle to knock a target down. Even better, it is ''significantly'' stronger than the Genestealers and has a minor Armor Piercing trait. However, whilst quite fast and strong, he also is a melee fighter only, and has an abysmal health pool - whilst he is much tougher than a Genestealer, the fact that you get only one of him means that he's easily [[Tarpit]]ted and worn down. In essence, with this guy you trade the squad numbers of the Genestealers for putting all your eggs in one basket with a single Warrior. *** Warriors initially are good for squad disruption and single-target damage. They are much more likely to survive close-combat with tougher opposition than the Genestealers, though the fact that you only get one means they tend to melt against ranged units. Early on, they're ideal carriers for Explosive Decomposition (due to their natural tendency to get in the enemy's face), and their high damage output means excellent synergy with Implant Attack. They really come into their own, however, when you have Evolution. Evolution bolsters these guys to an almost absurd degree, making them easily able to butcher enemies and take on small squads of opposition without trouble. Throw on minion buffs and Warriors are the second-most damaging minion, as well as durable enough to take abuse. Do note, however, that they aren't as durable as Tyrant Guard and will die with shocking regularity until fully kitted out. Interestingly, they're one of the rare few units that benefits more from Implant Attack than Toxin Sacs, owing to their high damage, but with their having the second-highest health of your minions, they can use Searing damage just fine as well. ** '''[[Ravener]]s''' are your last minion and arguably the most powerful. They're the only ranged minion as well, armed with a twin-linked [[Tyranid Bio-Weapons#Deathspitter|Deathspitter]]. They do significant damage with this attack, are competent in close-combat, and possess the unique ability to "burrowstrike" and damage and disrupt enemy units. They're also one of the fastest minions. However, what you get in damage and speed with this guy, you lose in durability - it's roughly as durable as the Warrior, whilst being both a larger unit and one that tends to draw ranged fire towards it due to being a shooter. This unit is as high in the level tree of the Tyranids for a reason - it's a staple of most minion builds owing to its considerable power and utility, though it's extremely fragile. *** Evolution is practically a requirement for getting the most out of these bastards. The amazing part is that they're strong enough that if you load them with literally NOTHING but minion buffs, they can arguably win wave after wave for you. Seeing them gun down entire squads in a few volleys, melt Wraithlords into puddles, and punch gaping wounds out of the errant Carnifex is ''not'' unheard of. Without the all-important Evolution upgrade, Raveners struggle heavily; they can do decent damage, but their damage is notably less and not anywhere near as good against armor. With their survivability also taking a hit, their fragility often tends to impress itself on you. As such, the best option for the Ravener is to load it up with Evolution, or shelve it in favor of the other minions, which tend to be more useful in the mid-game (before Evolution becomes available).
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