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Tervigon on the foc

2K views 17 replies 11 participants last post by  potatolegs 
#1 ·
on the force organisation chart s the tervigon count as one troop choice with the termies or as a seperate troop slot? cheers
 
#3 ·
If you wanted to max out on the tervigons, you could go 5 tervis and 3 units of termies - that's 2 HQ terivgons and 3 troops.
 
#5 ·
Honestly, I don't think it'll do well at all. It's durable but doesn't really have any hard-hitting power. Mech up in rhinos or other transports and just move 6"+ when the MC's are nearby.
 
#11 ·
If it wasn't Planetstrike, and it wasn't the game where the defender only has to hold one objective to win, I'd agree. However he can just put down a dozen bastions and use their automated guns to do the ranged stuff for him. As long as he holds the tervigons in reserve, he should do OK, as he'll hopefully have enough units to swarm one bastion to stop it being contested.

That being said I hope he does lose, because he's on the other team to me in our tournament and I don't want his team mate to have four bonus strategems in our game (another team mate already lost)
 
#7 ·
well if you give the tervi Aglands the termagaunts can glance to death almost every tank in the game barring monoliths, LRs, and some russes (or stun/immobilize them to allow the tervi to finish it off)

i would honestly drop the size of the broods on the field (as the tervi should make up their numbers with spawned gaunts) and bring a trygon they make excellent tank killers, are resilient, and will keep the heat off the tervies
 
#8 ·
Im sorry but they just cant. Hormaguants, yes, termies with furious charge, no. 2 reasons for this.

1. The tanks can outspeed the termies quite happily, that or just plain reduce the numbers so that point 2 is even harder.

2. Lack of attacks, a squad of 20 can only put out 40 attacks, so if it moves 12" your never going to have enough it make it count. And for evey guant killed thats then harder and harder to do.

And speaking of the lith, in this list, there is Psycally nothing that can kill it off, so if there is one, or worse 2 youre powerless to do anything to them.
 
#12 ·
first off both the hormagaunts and termagaunts need furious charge to glance a RAV 10 tank, which is alot easier/cheaper to give the termagaunts

second if the rhinos are just running away from gaunts how is he gonna get anything done, which is almost as good as actually killing them. as soon as the rhinos are getting hit from the gaunts there is no escaping them unless you run into cover (which is also good for you for that 16.6% chance to get immobilized)

its a trade off on what you want to achieve

Hormagaunts - twice the attacks and rerolls 1s to hit (16.6%)
Tervigon/termagant combo - an abundance of free gaunts, with Free adrenaline glands, with a 4+ FnP save just needs to stun or immobilize the vehicle for the tervigon to finish it off

I wouldn't run this list but it can be effective, especially in a low point planet strike game, since they will have to come to him

there's only 4 things that can deal with monoliths in the new nidz book
-Hive guard - glancing weeee!
-Zoans - 18 inch range
-Carnifexes - would get particle whipped to death before in charge range
-tyrannofex - widely considered a point sink but really good against only one unit in the game . . . the monolith

at 1250 if his opponent is bringing 2 monoliths he will only have 30 or so necrons. Phasing him out would be a better course of action
 
#10 ·
270 per turn? You realize, that would require 15 Tervigons, and every one would have to max out.

5 Tervigons will spawn at most 15 - 90 Gaunts per turn. But bare in mind that any Tervigon that spawns 16-18 Gaunts will not be able to spawn any more in subsequent turns.

Each Tervigon will spawn an average of 10.5 Gaunts for 2.25 game turns; or, each Tervigon will spawn an average of 23.625 Gaunts per game. With 5 Tervigons, that's 118 extra Termagaunts. Taking this into consideration.. 1/3 of your games will be Annihilation, and Tervigons offer easy KP.. the other 2/3 of the time your games will be Seize Ground and Take & Hold, and the multiple, small Gaunt broods will provide more targets to remove from Objectives.

Still.. Dropping 1 HQ and 1 Troop Tervigons, 1 Termagaunt Brood, and the other two Termagaunts back to 20x per brood will make room for a Flyrant and two Harpies w/ TL HVC, which will cover the holes left by the lists current lack of versatility.

As is, the current meta-game love mech and melta/plasma spam. Properly designed lists will be able to completely ignore Termagaunts, and systematically wipe out 5x Tervigons with relative ease (I'd estimate about 1.5 Tervs / turn, while suffering minimal casualties in exchange)
 
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