I met a tyrant guard last night. They are both strong and weak at the same time. The main issue is if one sees you at the start of their turn, they can do about 170ish damage to you across the map. As with your troops, they can use shared line of sight to hit you when you can’t see them. They can also take a lot of damage and are heavily resistant to bolter fire.
I knew there was one in the mission i was doing, so i played very cautiously, scouting it out. When i found it, i took it out from long range while always being sure to stay in cover. My grav gun tactical marine can kill it in 4 hits (from the front), but of course he didn’t make all of his hits so i had to take two turns. Again, grav gun is very high damage from very long range, so this was no problem.
The problem came in that i didn’t realize there was a second one. i was clearing out the drones rushing at me when from the other side of the map, using shared vision from the drones most likely, one popped up and took 75% of my priest’s life in one hit. It goes without saying that i immediately took cover from that new angle. However, after that it was no problem. I waited for him to get closer and then opened up. It seems that Tyrant Guards are also weak to flamers because my flame guy took half his health in a single hit. There must have been crits here though because a second shot only did 1/4 damage. After that i used a few pistol shots from my priest and a few bolter shots from a new tactical guy i wanted to train up. The amount of small arms fire it took to take that last 1/4 was impressive at the very least.
Really, with Tyrant guards, as long as i’m aware of their presence, they are less of a threat than the ranged tyranids. At least with the Tyrants, i know i they have to move, they wont damage me. I am scared to see what will happen if i try to melee one though. Maybe they don’t have melee, or maybe they will one hit my assault trooper… Not keen to find out with the death penalty in this game.
RNG has pushed me heavily towards the blood angels. Their individual units have pretty cool stuff (mostly +crit and heal on kill) but both the other chapters get powerful passive bonuses based on the number of their units in the battle. For example, ultra marines get +5% health and +5% accuracy for every ultra marine. Crazy. I wish i could switch to either one, but my cards are too Blood angel focused by far.
From the classes, weapons and enemies i’ve seen, i would want the following general setup:
-Assault marine with sword. The tank and the sweeper. When tyranids are thick around my ranged guys, i send my assault guy to clear them out.
-Priest. Heals seem very important and the class is overall very strong. While melee is not as strong as pure assault (don’t know if you can upgrade their melee weapon), it is still pretty good. Pretty good short to medium range damage.
-Tactical Marine with flamer. Short to medium range excellence
-2X Tactical Marine with grav gun. Long range sniper of death. Devastators wish they could do half this good.
The grav gun tactical marines are basically your main long range overwatchers. I don’t see any reason to use a bolter over a grav gun. Downside is you need to sink a bunch of levels into accuracy due to the horrible base accuracy.
Switching out the assault marine for a tactical marine with a flamer is very tempting. The flamer is going to be a lot more useful at killing stuff. My hope is that a very high level assault basically becomes a tank from dodge/mitigation stuff and counterattacking. Then i use him primarily to take point and to do mission stuff while my more deadly marines shoot stuff.
Edit: Tyrant guard melee is really weak, about twice as strong as normal drones. It seems like the only real danger with them is the super laser if they see you at the start of their turn. I’ve also had an assault marine with a power fist one hit kill them a couple times now, which is amusing.
Edit 2: i spoke too soon on the experience. Now i generally get around 600-800 experience per mission. 12k - 20k for a skill.