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::: ORIGINALLY POSTED BY HIVE FLEET RUINA :::
Welcome to the Tyranids Diet of the Week, the Tervigon.
"Yet no matter how fearsome its weaponry, the Tervigon's true threat lies within. Each Tervigon is a living incubator beneath whose lumpen carapce doezens upon deozens of Termagants slumber in a state of near-life. The Tervigon can spawn its dormant at broods at will, jolting their razor minds into wakefulness..."
The Tervigon has general advantages and disatvantages. The main advantage is the ability to spawn new broods of gaunts which can swarm the enemy or claim battle objectives. Also its psychic powers Catalyst, Dominion and Onslaught give it a leading role in the swarm.
However, each gaunt brood can be a curse as well as a blessing. The spawned brood count towards kill points, and the Brood Progenitor ability, even though it is a massive help for the gaunts within the aura, can kill all the gaunts close to it in one round of shooting/assault of the Tervigon itself.
At 160 points, is it worth taking the risk of having one, or multiple Tervigons? How many should there be in an army, is it not worth taking just one of these? Do they need any bio-morphs?
Tell your opinion of the Tervigon, if you have any questions about it you can ask here, and if you have any awsome stories please tell them!
Spambot kill tally. . .337
Luck is a huge factor playing Tervigons. If you don't like units with extreme performance variance the Tervigon is not for you! The Tervigon for reasons stated by the OP can range from crazy awesome to super bad.
I've had one game spawn an average of 10 guys a turn for 6 turns which spawned 60 gaunts in a 5 objective game. This was an easy win as I had a 300 point bonus troop units to cap objectives.
My worst game was rolling three 1s turn 1. In that sense I feel like I've experience the best and worse case scenario!
Overall I love the unit in that it its perfect for rear synapse and objective capping support. Regenerate is well worth it as it keeps it alive longer. I've found that the adrenal gland upgrade can be insanely good as your Gaunts can now assault vehicles and actually do something to armor level 10. Toxin sacs are great too if you're up against a MEQ army.
Solid unit. One of our few units where the abilities far exceed the cost. It's a pure steal at 160 points. My only issue with it is that everyone I see takes a minimum of two. Getting tired of seeing the cookie-cutter tervigon lists.
i only wish i could be bothered to make another tervigon, my one is a mainstay in my army, and only ranges from super awesome to OK. usually she/he/it is just ok. but that's only if you view its ability to spawn gaunts in a vacuum. by itself its torn apart vehicles, soaked up fire power and supported all my other units and claimed objectives on its own.
its a fantastic unit, and all its downsides are only there to make sure it at least has some modicum of balance
I feature two Tervigons in my army they are my HQ choice I play them at 195 points a piece upgraded with Toxin sacs, Adrenal glands and Catalyst. I have had absolutely nothing but successes with these guys from the first time I'v used them and I will now never have an army list that does not consist of atleast one.
Even at 195 points with the way I run them they are a steal, I don't spawn my guants till turn 3 and it has been nothing short of a nightmare for my opponent because of it. I run these guys about half way up the board and sit at 6w t6 I have only ever lost 1 in a game and because I use catalyst on them and don't spawn the gaunts till later in the game no one bothers to even touch them.
By turn three they are usually surrounded so by spawning the guants then (average of I think its 11-13 per Tervigon).
You now have a bunch of little guys within range of shooting, the 12" shot isnt great but its something. Then after all my shooting is complete I'm usually within range to charge thats on average 22 str4 attacks with reroll to wound on most infantry and they dont cost you a thing. So not only are you tying down there squads alot of the time you kicking their ***'s.
The ONLY thing I have found to be a huge downfall to these guys is that the spawn guants are almost always fearless so even though they are free they tend to not last as long as I would like and ultimately end up killing themselves. Not before taking a big bite out of the enemy though first.
I love them and even though some games people including myself are not so lucky with the spawn gaunts and end up with almost none on the board, its good to keep in mind that you still have a mc that the enemy now has to deal with.
My second favourite unit in the nid list 10/10
i always run the venomthrope with mine too, so gaunts that get charged ended up soaking charges really well - poisoned, with defensive grenades, difficult terrain AND counter attack is great when you can lure dudes into it
Tervigons are my prefered troop choice. Their value is not that they are scary units, but that they make the nid army much better. I always try to run at least 1 and oftentimes 2. They are hard to get off objectives, can produce a lot of free scoring and screening units, make your termagants much more useful and provide valuable buffs to the rest of the army. They also threaten anything - vehicles and infantry - that get too close.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2