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

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Tyranids Cruisers

The Tyranids Cruiser vessels are similar to their Light Cruisers in that they are given a handful of weapon varieties to create a "weapon pool" then every possible mix and match of that weapon pool is turned into one of the available Razorfiend variant Cruisers.

There are some notable differences found in the tier up in weight class. For starters you get the typical extra weapon bays but you also get a different mix of weapons. In the Cruiser class you wont find any Claws or Feeder Tentacles, instead the ships focusing mostly on more typical weaponry like their special macro and lance guns, along with torpedo tubes and the first appearance of Launch Bays within their fleet.

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 Cruisers Ships Stats

The Cruisers get their usual uptick in hull points and shields. Whats important here stats wise, besides the high assault damage and defending troops, is the increase in shields that carries over to increased maximum number of "defense turrets" along with the special damaging ability granted by Spores.

Shield: 400
Armor: 67 (All Sides)
Identification Range: 9,000
Speed: 160
Rotation Speed: 8
Hull: 1200
Defense Turrets: 16
Bravery: -75
Boarding Damage: 12
+ Causes 4 Assault Actions
*Lightning Strike Damage: 6
+ Causes 2 Assault Actions
*Only available with Lictor Brood upgrade.
Defending Troops per Stage: 18

Tyranids Cruisers Attributes & Skills

The Cruiser class ships have an identical skill and ability load-out to the majority of the other line ships, with a few small exceptions. Overall like the rest of the Tyranids, they have a wealth of abilities that is covered in some portion here for reference, but will be elaborated on further in a future faction guide.

Movement

  • 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.
  • Synaptic Link: Unique Tyranid control feature (will be covered separately).
  • Tyranids Propulsion: Gives access to Tyranid maneuvers.

Defensive

  • 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.
  • Regeneration: Light criticals repair after 20 seconds.

Assault

  • Instinctive: -75 Bravery penalty. Standard weapons always target closest enemy.
  • No Lightning Strike: Given back by Lictor Brood upgrade.
  • Boarding Expertise: 270° arc for boarding attacks.
  • Brutal Strike: 10% chance to deal +1 troop damage per assault action.
  • Deadly Troop Efficiency: Deals 3 troop damage per assault action.
    *Not listed but carried over from other vessels for Feeder Tentacles use

Point Cost: 169
Raw Total Crit Output: 3.85 critical hits per minute
Raw Total DPS: 26

Armament:

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

As is typical of any "all macros" load-out of vessels in any faction, the Razorfiend base variant takes the highest DPS numbers in its class. Normally it would have higher crit chances too but there seems to be (i could be wrong here) some underlying penalty to the Pyro-Acid weapons when compared to other macros, I would assume due to the fire causing special effect. In exchange for these high numbers, the Razorfiend takes the second highest spot in points cost, losing first place by just one point to the Bio Infestation Razorfiend.

Point Cost: 170
Raw Total Crit Output: 3.95 critical hits per minute
Raw Total DPS: 21.3

Armament:

  • 1 x Heavy Pyro-Acid Artillery
    Causes Fire on Critical Hit.
    Efficient Accuracy (80/60/40/20/0)
    90° Front Arc
    Range: 9,000
  • 2 x Bio-Plasma Battery Weapons
    Armor Piercing, Shield Piercing, 100% Accuracy
    90° Side Arc (1 per Broadside)
    Range: 4,500
  • 2 x Pyro-Acid Battery Weapons
    Causes Fire on Critical Hit.
    Efficient Accuracy (80/60/40/20/0)
    90° Side Arc (1 per Broadside)
    Range: 9,000
battlefleet-gothic-armada-ii-tyranids-cruisers-advanced-ship-guide

One of the multitudes of various standard weaponry mixes in the Cruiser class of Tyranid ships, the Bio Corrosive Razorfiend swaps in a set of Bio-Plasma batteries to give a touch of lance based weaponry for those heavier armored/shielded targets.

With so many subtle variations to the ships in the Cruiser class, without much to separate them, it may be hard to find unique reasons to highlight one ship over the other. On the plus side, you will find plenty of options to tailor your fleet to do very specific types of damage or stacking certain special weapons, should you choose.

Point Cost: 166
Raw Total Crit Output: 3* critical hits per minute
Raw Total DPS: 10*
*Does not count Torpedoes.

Armament:

  • Bio-Torpedo Launcher (6 Tubes)
    Bio Assault* (3 Charges)
    * 3 Troop Damage, 10% Crit Chance
  • 4 x Bio-Plasma Battery Weapons
    Armor Piercing, Shield Piercing, 100% Accuracy
    90° Side Arc (1 per Broadside)
    Range: 4,500
battlefleet-gothic-armada-ii-tyranids-cruisers-advanced-ship-guide

For most factions, having some powerful short range lances on a torpedo equipped craft meant for short range combat, would be highly complimentary considering basic charge torpedoes usually deal high damage with an armor negating effect. Unfortunately the Tyranids have no standard explosive charge, instead having a single type of boarding charge. This kind of hampers the idea of stacking AP weapons by grabbing a torpedo rack, since there is no prow lance for the Tyranids to utilize and there are no claws in the Cruiser class to mix with these Bio batteries.

This is not to say that having only boarding torpedoes is bad, it certainly isn't especially considering the short range of Bio-Plasma means you'll be spending a lot of time up close. Of course, there really aren't any Tyranid ships you want to use at range typically speaking anyways.

Point Cost: 159
Raw Total Crit Output: 2.9* critical hits per minute
Raw Total DPS: 14.3*
*Does not count Torpedoes

Armament:

  • Bio-Torpedo Launcher (6 Tubes)
    Bio Assault* (3 Charges)
    * 3 Troop Damage, 10% Crit Chance
  • 2 x Bio-Plasma Battery Weapons
    Armor Piercing, Shield Piercing, 100% Accuracy
    90° Side Arc (1 per Broadside)
    Range: 4,500
  • 2 x Pyro-Acid Battery Weapons
    Causes Fire on Critical Hit.
    Efficient Accuracy (80/60/40/20/0)
    90° Side Arc (1 per Broadside)
    Range: 9,000
battlefleet-gothic-armada-ii-tyranids-cruisers-advanced-ship-guide

If you'd rather have some extra boarding action with your mixed battery option ship, the Bio Acid Projectile Razorfiend brings a 6 rack of torpedo tubes in place of the Pyro-Acid artillery to supplement the Tyranids strong assault actions.

Remember that Tyranid line ships can replenish spent charges for the Torpedoes and Launch Bays, using the Reclamation Pools ability, consuming some troops as a cost. In addition, when the troops run low, you can use the Spawning Sacs ability to replenish troops fully up to the current casualty step.

Point Cost: 176
Raw Total Crit Output: 4.05 critical hits per minute
Raw Total DPS: 17

Armament:

  • 1 x Heavy Pyro-Acid Artillery
    Causes Fire on Critical Hit.
    Efficient Accuracy (80/60/40/20/0)
    90° Front Arc
    Range: 9,000
  • 4 x Bio-Plasma Battery Weapons
    Armor Piercing, Shield Piercing, 100% Accuracy
    90° Side Arc (1 per Broadside)
    Range: 4,500
battlefleet-gothic-armada-ii-tyranids-cruisers-advanced-ship-guide

The Bio Acid Razorfiend is the standard weapon, lance boating vessel in the Cruiser class. You can find another quad set of Bio-Plasma batteries mixed with a torpedo rack with the Bio Projectile Razorfiend, but there is no prow mountable Bio-Plasma Artillery for the line ships, like there is for the escorts, to go full lance boating for complete weapon penetration.

Point Cost: 159
Raw Total Crit Output: 2.8* critical hits per minute
Raw Total DPS: 19*
*Does not count Torpedoes

Armament:

  • Bio-Torpedo Launcher (6 Tubes)
    Bio Assault* (3 Charges)
    * 3 Troop Damage, 10% Crit Chance
  • 4 x Pyro-Acid Battery Weapons
    Causes Fire on Critical Hit.
    Efficient Accuracy (80/60/40/20/0)
    90° Side Arc (1 per Broadside)
    Range: 9,000
battlefleet-gothic-armada-ii-tyranids-cruisers-advanced-ship-guide

The Corrosive Projectile Razorfiend is probably the most morale crippling vessel load out in the Cruiser section for the Tyranids. It is kind of taking a rough guess based on experience playing the game, rather than some hard mathematical formula this is based on, but assault actions can really hurt morale of enemy vessels and so can fire aboard effects.

Even though the Razorfiend can cause more fires overall, single-target wise it can't fire its prow at the same target as it's broadside due to lack of overlapping arcs. Continuing on, the fact that the torpedo tube can lay down 6 assaults all at once (18 total potential troop damage) with another 4 assaults from it's boarding action (another 12 troop damage) within seconds. Afterwards you can turn to point those broadsides at the enemy to drain the morale faster with the Corrosive Projectile Razorfiend.

Point Cost: 169
Raw Total Crit Output: 1.4* critical hits per minute
Raw Total DPS: 9.3*
*Does not count Torpedoes or Launch Bays

Armament:

  • Bio-Torpedo Launcher (6 Tubes)
    Bio Assault* (3 Charges)
    * 3 Troop Damage, 10% Crit Chance
  • 2 x Launch Bays
    Harpy Interceptors (3 Charges)
    Ether-Swimming Assault (3 Charges)
  • 2 x Pyro-Acid Battery Weapons
    Causes Fire on Critical Hit.
    Efficient Accuracy (80/60/40/20/0)
    90° Side Arc (1 per Broadside)
    Range: 9,000
battlefleet-gothic-armada-ii-tyranids-cruisers-advanced-ship-guide

There are two Cruisers that come equipped with Launch Bays, the first one, the Corrosive Infestation Razorfiend, is the closer range of the two, even with the Tyranid's already overall close-range attack profiles. Thanks to the Bio-Torpedoes, this might be the preferable option if you think you'll be wanting your carriers fighting up close with the enemy as opposed to far away.

The Corrosive Infestation Razorfiend is extra useful when you aren't stacking carriers, but want some amount of squadron deployment to supplement your fleet. This is due to the fact that since it can launch torpedoes unlike the other Cruiser Carrier, it can use them to distract defense turrets for the assault boats to make it to their targets. In the opposite fashion, the Corrosive Infestation Razorfiend can send out interceptors to cover for their torpedo launches to prevent them from being shot down.

If you are forgoing on having multiple carriers to deploy complimenting squadrons of interceptors/assaults in large numbers, consider this vessel for your needs.

Point Cost: 179
Raw Total Crit Output: 2.55* critical hits per minute
Raw Total DPS: 12*
*Does not include Launch Bays

Armament:

  • 1 x Heavy Pyro-Acid Artillery
    Causes Fire on Critical Hit.
    Efficient Accuracy (80/60/40/20/0)
    90° Front Arc
    Range: 9,000
  • 2 x Launch Bays
    Harpy Interceptors (3 Charges)
    Ether-Swimming Assault (3 Charges)
  • 2 x Bio-Plasma Battery Weapons
    Armor Piercing, Shield Piercing, 100% Accuracy
    90° Side Arc (1 per Broadside)
    Range: 4,500
battlefleet-gothic-armada-ii-tyranids-cruisers-advanced-ship-guide

As mentioned above, the Bio Infestation Razorfiend is one of the two Cruiser sized carrier vessels, this one more suited for longer range (relatively speaking) engagements. If you aren't too focused on making use of the Bio-Plasma as a primary weapon, you can focus on keeping the Bio Infestation Razorfiend in frontal orders, firing it's Pyro-Acid from range where it can stay stealthed, while it also routinely launches squadrons from its hidden position of safety.

Changelog

7/15/2020 - Updated for patch 11218.

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