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The Tyranid armada are an exceptionally unique faction in BFG II, all of their ships essentially being giant monsters floating through space. Because of this, their armaments tend to match the theme of giant nightmarish creatures by featuring such lovely weapons as feeder tentacles that consume the living soldiers of enemy ships. Other wonderful bio-organic device include the Pyro-Acid cannons that fire a caustic spit through the void of space that causes systems of enemy vessels to erupt in flames and torch the crews.
Truly, there is nothing in the Tyranid arsenal that isn't nightmarish and agonizing to die at the hands of. Because of the large numbers of Tyranid ships to choose from, the Escort category has been divided into it's Destroyer and Frigates subcategories, this portion handling the Destroyers. These lighter versions of the two subclass of escorts tend to feature faster engines and better maneuverability over the already agile small craft, at the cost of half the hull points awarded to ships of the Frigate class.
On the same token, Destroyers typically have slightly less firepower with their weaponry than the comparable Frigate ships of the same faction, however that is not always the case. After the Patch 2 changes, the Tyranid Escorts are the only ships of their weight class to have Boarding actions that aren't limited charge boarding torpedoes, as the Astartes small vessels lost their free Honor The Chapter assault skill.
It is worth noting, both Orks and the Astartes still have the aforementioned boarding torpedoes, but they are more difficult to use and limited by their charges. This section briefly covers the advanced weapon data you will find for each ship. Crits Pm - Critical Hits Per Minute - Assuming all shots land, this will be the average number of critical hit's the guns will cause every minute before modifiers.
Rounds PM - The actual number of shots or individual projectiles fired each minute from all guns combined. The Tyranid destroyers, along with the rest of their vessels, are on the slow side faction wise, at least when it comes to their base movement speed.
Thankfully the Tyranids have a myriad of ways to help them close distance with enemies to get within their optimal, close to point blank distance, engagement range. The Tyanids as a whole have a wealth of special abilities that set them far apart from the other factions of the game.
This is covered in brief here relatively but will eventually be elaborated on further with the help of dedicated faction overview guides for each race, hopefully coming soon. Shroud Hull: Starts stealthed and whenever stealth is regained, it is kept until revealed again. Adaption: Immune to asteroid fields, plasma storms and spore fields. Instinctive: Bravery penalty. Standard weapons always target closest enemy. Synaptic Link: As long as an ally ship with Synaptic Control is on the field, morale can't drop below If morale drops to 0, the ship cannot be controlled and flees the battlefield via closest map edge.
If a reinforcement ship with Synaptic Control enters the field, morale returns to and the ship stops fleeing. Escort: No assault skills. Spores: Ship has 1 defense turret for every 25 active shields and deals 1 DPS for every active shield points, bypassing enemy shields, to all enemy ships in 4, units.
Tyranids Propulsion: Gives access to Tyranid maneuvers. Marking: Vanguards only Enemy ships within 4, units of this ship can be targeted by ally ships even if they are not the closest target. Deadly Efficiency: Deals 3 troop damage per assault action. The Tyanids have very practical names for all their vessels which also tend to have very limited, single use designs intended for them, especially in the lighter classes. Most Tyranid ships will only have one or two weapon systems, but come in a wide variety of combinations to make sure you can field however many, of whatever many, you need.
That being said, the Caustic Drone is a cheap Destroyer that fields a dual-round firing Pyro-Acid weapon. It's pretty clear this vessel is going to spend a lot of time with Tracking Sense active to up that critical rate to get as many fires started on enemy ships as possible. Don't bother bringing Caustic Drones or any other Pyro-Acid ships against Necrons, as their immunity to Fires negates most of the usefulness of these ships, granted you probably won't know ahead of time who you are fighting if playing ranked matches.
If you still find these ships useful against Necrons, I would be very interested in hearing why in the comments down below. The Strangler Drone is the cheaper of the two feeder Destroyers, the other Vanguard version costing an extra 8 points to also give you the Marking ability that allows the Vanguard to paint enemy targets so target prioritization actually works.
If you don't care for target coordinating or plan on getting up in faces to deal damage anyways, or just want a cheaper assault escort, the Strangler Drone is your pal. Keep in mind the Hook Tentacles are affected by relative ship weight, so hooking a larger craft like a cruiser, is going to fling your Strangler Destroyers at the Cruisers themselves, more than actually moving them towards you.
Miscalculating this effect is a great way to hilariously kamikaze your Stranglers into enemy line ships, unless of course you intend to do this to trap a ship in spore mines. This can actually be a useful tactic if you are about to loose the ship anyways, especially considering it's cheap cost.
The Bio Plasma Drone and it's equipped artillery weapon serves as the Lance weaponry and Lance fielding vessel for the Tyranid fleet respectively. Quite a nice upgrade for a weapon that always wants to be hitting against hull whenever possible. The Corrosive Vanguard drops half the offensive firepower of the Caustic Drone, while also increasing the cost of the ship by 5 points, to bring the Marking ability that allows Tyranid ships to make use of target priorities.
Without ships providing the Marking ability, Tyranids will just fire at the closest target, even when a Synaptic creature is on the board.
With most factions, not being able to focus fire at range might be a serious drawback, and while it can be a hindrance at times for the Tyranids, it certainly isn't nearly as much of a problem for them as it is for other races. This is namely due to their heavy use of special abilities, assault actions, rams and other close range attacks. In essence, it's very easy to circumvent this drawback simply through making good and specific use of the Tyranids play style.
Like the other acid flinging Vanguard, the Strangler Vanguard is a variant of the Strangler Drone that adds the Marking ability. As a bonus, the Strangler Vanguard does so without losing any effectiveness from the Drone version, granted the only thing either is equipped with is the special tentacles weaponry.
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SOE more. Tyranids Destroyers The Tyranid armada are an exceptionally unique faction in BFG II, all of their ships essentially being giant monsters floating through space. Terms Used This section briefly covers the advanced weapon data you will find for each ship. Tyranids Destroyers Ships Stats The Tyranid destroyers, along with the rest of their vessels, are on the slow side faction wise, at least when it comes to their base movement speed.
Caustic Drone Click thumbnail to view full-size. Strangler Drone Click thumbnail to view full-size. Bio Plasma Drone Click thumbnail to view full-size. Corrosive Vanguard Click thumbnail to view full-size. Strangler Vanguard Click thumbnail to view full-size. Questions must be on-topic, written with proper grammar usage, and understandable to a wide audience.
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Battlefleet Gothic: Armada 2 - Ultimate Tyranid Campaign Guide
The Tyranids are an extragalactic alien race, whose sole purpose is the consumption of all forms of genetic and biological material in order to evolve and reproduce. Tyranid technology is based entirely on biological engineering. Every function is carried out by living, engineered creatures, each of which collectively forms the Hive Fleet , directed by a single Hive Mind. Researchers on Tyran had logged reports of worlds being destroyed for many years until an Inquisitor known as Kryptman began to notice a pattern. In M41 , Kryptman took a ship to Tyran, but received a report from the world mid-transit; Tyran had been destroyed by the alien menace it had watched for so long.
Commanding a fleet that wants to eat the universe in Battlefleet Gothic: Armada 2
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"Battlefleet Gothic: Armada II" - Tyranids Battleships [Advanced Ship Guide]
Space RTS Battlefleet Gothic: Armada 2 lets you roleplay the hungriest fleet in the galaxy in one of three singleplayer campaigns. The new campaign structure behaves like a pared-down 4X campaign. You move your ships between sectors and develop planets to create resources, which you then spend on ships. In the Tyranids' case the currency is biomass, and they get it by occupying a sector. It takes only three turns for them to kill and liquify everything in the vicinity. The Imperium sends battleships to try and stop you, triggering real-time battles.
"Battlefleet Gothic: Armada II" - Tyranids Destroyers [Advanced Ship Guide]
The Tyranid armada are an exceptionally unique faction in BFG II, all of their ships essentially being giant monsters floating through space. Because of this, their armaments tend to match the theme of giant nightmarish creatures by featuring such lovely weapons as feeder tentacles that consume the living soldiers of enemy ships. Other wonderful bio-organic device include the Pyro-Acid cannons that fire a caustic spit through the void of space that causes systems of enemy vessels to erupt in flames and torch the crews. Truly, there is nothing in the Tyranid arsenal that isn't nightmarish and agonizing to die at the hands of.