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"Battlefleet Gothic: Armada II" - Tyranids Destroyers [Advanced Ship Guide]

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"Spreading through the stars and consuming systems whole to help you get better at games to impress your Hive Mind."

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Tyranids Destroyers

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.

Patch Status: Updated for Patch 7 [v.11218] - July 15th, 2020

Tyranids Guide Navigation

- Main Guide Index -
Check out this link to be taken to the main index for all of the "Battlefleet Gothic: Armada II" guides I am assembling, including ship guides for other factions and more!

Terms Used

This section briefly covers the advanced weapon data you will find for each ship. These values are calculated based off the base weapons stats and are explained as follows:

DPS - Damage Per Second - The total damage output per weapon type (all guns combined) per second, assuming 100% of shots land, before considering armor penalties.

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. (all guns combined)

Salvos PM - Salvos Per Minute - The total number of combined waves of fire, not including multiple rounds fired from the same weapon.

Rounds PM - The actual number of shots or individual projectiles fired each minute from all guns combined.

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. 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.

Shield: 200
Armor: 67 (All Sides)
Identification Range: 9,000
Speed
-
120: Drones
-
200: Vanguards
Rotation Speed: 16
Hull: 200
Defense Turrets: 8
Bravery: -75
Defending Troops per Stage: 6

Tyranids Destroyers Attributes & Skills

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: -75 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 100. 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 100 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 100 active shield points, bypassing enemy shields, to all enemy ships in 4,500 units.
  • Tyranids Propulsion: Gives access to Tyranid maneuvers.
  • Marking: (Vanguards only) Enemy ships within 4,500 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.
    *Not listed but carried over from other vessels for Feeder Tentacles use
  • Scanner: Marks enemy vessels within 13,00 units and keeps them revealed for 30 seconds.

Point Cost: 32
Raw Total Crit Output: 0.7 critical hits per minute
Raw Total DPS: 4.7

Armament:

  • 1 x Double-Barrel Pyro-Acid Artillery
    Causes Fire on Critical Hit.
    Efficient Accuracy (80/60/40/20/0)
    90° Front Arc
    Range: 9,000
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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.

Point Cost: 30
Raw Total Crit Output: N/A
Raw Total DPS: N/A

Armament:

  • 1 x Feeder Tentacles
    Applies 1 assault every 6 seconds (2 Assaults Max)
    Enemy ship must stay in range.
    90 second cool-down.
    Range: 9,000
  • Hook Tentacles
    Special Ability
    Pulls enemy targets towards ship.

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.

Point Cost: 33
Raw Total Crit Output: 0.75 critical hits per minute
Raw Total DPS: 2.5

Armament:

  • 1 x Bio-Plasma Discharge Artillery
    Armor Piercing, Shield Piercing, 100% Accuracy
    90° Front Arc
    Range: 4,500
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The Bio Plasma Drone and it's equipped artillery weapon serves as the Lance weaponry and Lance fielding vessel for the Tyranid fleet respectively. Common to these types of weapons, the 100% accuracy and Armor Piercing that is customary across factions is found, but interestingly a hit to range is taken in exchange for the extra sweet ability to pierce shields. Quite a nice upgrade for a weapon that always wants to be hitting against hull whenever possible.

Point Cost: 37
Raw Total Crit Output: 0.35 critical hits per minute
Raw Total DPS: 2.3

Armament:

  • 1 x Light Pyro-Acid Artillery
    Causes Fire on Critical Hit.
    Efficient Accuracy (80/60/40/20/0)
    90° Front Arc
    Range: 9,000
battlefleet-gothic-armada-ii-tyranids-destroyers-advanced-ship-guide

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.

Point Cost: 38
Raw Total Crit Output: N/A
Raw Total DPS: N/A

Armament:

  • 1 x Feeder Tentacles
    Applies 1 assault every 6 seconds (2 Assaults Max)
    Enemy ship must stay in range.
    90 second cool-down.
    Range: 9,000
  • Hook Tentacles
    Special Ability
    Pulls enemy targets towards ship.

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.

Credits & Contributions

  • Kabet: Drone engine speed.

Changelog

7/15/2020 - Updated for patch 11218.

© 2019 SOE

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