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So I have been pouring over the dex and all it's new chitiny bits. At first glance I saw Tervigon's and was like Holy Terra this thing is OP. I get a nice cheap 10 model Termagaunt squad and I get to supersize it for an MC on the side. Then this thing spits out 3d6 termagaunts a round even when in combat. OMG this thing is OP! Then I got into the details.
I can upgrade the Tervigon with Adrenal Glands and Toxin sacs and it spreads to any Terma's in 6". Now my 5pt Terma's are striking as hard as a Space Marine and faster then a space marine on the charge and W on a 4+ no matter. Any unit within 6" gets Counter-Charge Add to this the Synaptic 12" and the ability to us it's leadership if the Terma squad is in 6". Priceless right? I'm not so sure. 6" is a very short range so in order for all your Termagaunts to completely benefit from all these nice rules are going to have to be in a packed grouping on the table. This will lead to easy pie plating and multi group charging from smart players who want to lock into combat some of our shock troops we want in our enemy lines fast.
And then as I read on the other shoe dropped. If the Tervigon dies it will take with it all termagaunt squads with in that lovely 6" zone. ahh the double edged sword. But it not a case of removing just spawned models. Oh no it will take "any" terma's in 6" spawned or purchased. 3d6 wounds. Now say you crapped out and got a 8 roll on a spawned squad. Then just to stick it in your ear the dice gods give you a 14 on your Wounds against that squad when the Tervigon dies. Chances are that squad is wiped out. Now with the death of one hell of your expensive model you have handed over 2 VPs (spawned terma's are treated as a purchased Troop choice off your list so they can hold objectives just as well as they can hand over VPs).
Some might say well this is offset by the spawning ability. I mean who cares if it's high priced it can just spawn squad after squad. Yeah I would agree with you save the little note about double rolls. It's really easy to get doubles on 3 dice. Think not? Pick up three dice and do some testing. On average your getting 1-2 spawns before your Tervigon is locked out of spawning anymore. Not really high caliber considering spawned termas are bare bone no upgrade cheap models. The Tervigon can't even spawn its enough to make up his points worth, not even close.
All in all i really like the model oppurtunity and the chance to see the look on my opponents face when it spits out terma's. But not sure I want to dive into a 2 terma, 2 Tervigon list (what I wanted pre codex review) without hearing more from the rest of the Hive Mind.
Pretty much what you said. However, killing a T6 unit with 6 wounds is tough. Add in a Venomthrope and regeneration, and it's more than tough. Then agian, that makes the unit even more expensive...
Necron Army Building Maxima: Beware of Phase Out
Keep em close till it gets low on wounds then run away... fast! Personaly, if the Tervigon gets to less then half woulds I would move it out of range.
the tervigaunt has the potential to lose its gaunt spawning ability. this is both bad and good. bad for the obvious reason that you dont get your gaunts anymore and potentially waste the points tervigaunt is worth. good because you still get a free brood of gaunts but more so because when and if the tervigaunt does die he doesnt have to take as many gaunts with it, which would give the enemy vps otherwise.
Don't forget that the Tervigon got what is probably the best psychic power in the codex, Catalyst. Put catalyst on your big termagant squad that will be seeing some combat soon, or your hive tyrant with tyrant guards, or why not your brood of carnifexes? This thing is awesome. His other psychic power isn't as powerful, but I'm sure it can still be useful in a handful of situations.
But apart from that, I agree with you
"I have seen you humans, trying to forge an Empire in the name of a corpse"
Onslaught is also pretty good. Its nice for giving your hive guard or zoans a bit of extra range on turn 1 or allowing your trygons a 13-18" charge range while still letting them shoot.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
In my opinion, ONE Tervigon is enough.
Just give him regeneration, Onslaught or/and Catalyst, then just keep him in cover or out of LOS and hes great!
Seriously T6 6W is really hard to take down.
The Tervigon is not a bad choice. The spawning ability seems cool, but your not going to get more than one or two uses out of him, because the odds of rolling doubles on 3d6 is about 50%. The real value is his stat line and his psychic powers. That and the fact you could run four in a list.
well the slain tervig is a problem but you can control the pieplate issue by ensuring that only one model from each termagant unit is within 6" of the tervig.
The odds of rolling doubles on 3d6 is 5/12
Tervigon is the kind of unit that's a beast when their are multiples of them. A single one is nifty but will only create 10ish Guants a turn, will probably only get used1-3 times on average and isn't to hard to take either out. Take 3 of them and your spwaning 30 or so guants on the first turn plus a ton more, plus with multiple Tervigons with Toxic Sacs and Adrenaline Glands you can maintain that bonus to your gaunts much easier