[1750] New 'Nids - Tervigon Swarm - Warhammer 40K Fantasy
 

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  1. #1
    Member OldHat's Avatar
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    [1750] New 'Nids - Tervigon Swarm

    HQ:
    Tervigon
    w/ Adrenal Glands, Toxin Sacs, Catalyst, Scything Talons
    [200]

    Tervigon
    w/ Adrenal Glands, Toxin Sacs, Catalyst, Scything Talons
    [200]

    Elites:
    (2) Hive Guard
    [100]

    (2) Hive Guard
    [100]

    (2) Hive Guard
    [100]

    Troops:
    (30) Termagants
    [150]

    (30) Termagants
    [150]

    (30) Termagants
    [150]

    Tervigon
    w/ Adrenal Glands, Toxin Sacs, Catalyst, Scything Talons
    [200]

    Tervigon
    w/ Adrenal Glands, Toxin Sacs, Catalyst, Scything Talons
    [200]

    Tervigon
    w/ Adrenal Glands, Toxin Sacs, Catalyst, Scything Talons
    [200]

    [1750]

    This is meant for a competitive environment, which is why it is a pure spam list. Three total unit types on the board make for little variety, but it looks effective on paper. 90 Termagants, while not that solid on their own, are well-supported here. Near a Tervigon, they are Fearless, have both Adrenal Glands and Toxin Sacs, as well as Counter Attack at Ld10. Catalyst gives either the Tervigon or the Termagants FNP, as well. Hive Guard can just sit back and throw down shots. Two S8 shots at BS4, they will be able to bust open anything AV13 and under. The Tervigons themselves aren't that hot in combat, but should do well enough with their escorting Termagants to add in sheer volume of attacks. At an average roll of 10-11 for 3d6, this list will produce ~50 additional scoring Termagants on the first turn, who will get all the benefits of the ones already purchased for the army. If 2-3 are knocked out for doubles, then I get roughly 10-30 the next turn, which is great. All in all, that means I can have upwards of 140+ Termagants on the board, all scoring. With hopes, this army should simply overwhelm the opponent with firepower.

    Major drawbacks will be my inability to reliably crack AV14 (Monoliths and Land Raiders). It can be done with Tervigons, but not with any reliability. Another problem is that unless I weave my units together in a very clever manner, I won't have many saves coming my way. The FNP is negated with any S6 or higher weapon, which there are plenty of. Thankfully, the average weapon is S4 or S5. One way to remedy this may be a Venomthrope just behind my Tervigons, but they seem so fragile. To remedy the AV14 problem, I could always try to cram in Zoanthropes, but they are very short ranged and would possibly do nothing. One other major issue is the lack of Invulnerable saves on the Tervigons, but that might be helped with FNP (if I use Catalyst on themselves), but not often. More often, I think I will be shooting off a volley and assaulting to try and simply swamp opposing units in wounds, using the statistics of rolling 1's in my favor.

    So, I would love if folks would find some reasonable ways to fix this list up to make it a maximum threat in a competitive game.


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  3. #2
    Senior Member Zarathustra's Avatar
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    My thoughts turn to gun line armies that hug the back edge of the board. You will be walking and running for 2-3 turns before you reach their bumber squad infront. How do you plan to deal with them? The Hive guard are nice, but 24" means your running for a round or two before your in position as the battle cannons rain hurt.

    Drop may not work as an opponant hugging the back line wont allow too much room, it may drop too late and it will draw a lot of fire power which though goof for the tervigon means the armour you want to kill, will stay unscathed. Which means 2-3 drop spores needed, but then thats a lot of points in drop and will consume ~2 tervigons + termagaunts worth of points. Mawloc is the default reaction, even though they share the same issues and problems (especially Ld). Unless they pop out in the correct position they might spend their round hitting the wrong unit.


    Drop an HQ Tervigon, 1-2 Hive guard and some termagaunts for 2 Mawlocs.


    BTW, I dont like parroting others about the Mawloc, but I too see it as the best option for such issues. It pop up blast and reburrow make it that much better.
    As of Tyranid 5th Ed. codex I have the Gaunts I wanted. I did, however, loose the sniperfexs I relied upon and they were more important then the gaunts.

  4. #3
    Senior Member Lemt's Avatar
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    I just don't like pure assault armies myself, but I have to agree that 30 T6 wounds go a long way. I don't think there's anything wrong with the list, specially since you can just oversaturate the enemy with both big and small critters. +1 to the Hive Guard IMHO turning this from OK to possibly really good.
    Necron Army Building Maxima: Beware of Phase Out
    Tervigon Conversion

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