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I've finally got a few games under my belt with the new nid codex (5 wins, 1 loss woot!). In all the games I've hit a bit of a conundrum with the Tervigon. I have no complaints about spawning gaunts, option to be a troop choice, or the cool psychic power.
My problem is with the Toxin Sac/Adrenal Gland bonus to termagants nearby. I guess as a first question, when does this rule "apply" as most of the time when the gaunts assault the go out of the 6" inch range. Would neither of the bonuses apply?
In all of my games, I've always taken at least toxin sacs, but never once have I had a situation where the Tervigon was within 6" of a termagant unit (or the termagants move out range during the assault phase and I've been playing it as they do not get the bonus.)
Is anyone else running into the situation all the time or is it just me? It seems like most of the time taking toxin or adrenal on the Tervigon is.....well.....a complete waste of points.
Now I've only been playing smaller, so it may be different in larger games. Thoughts?
Well the benefit of having both means on the first round of combat you get to reroll failed wounds against MEQs and worse, because the poisoned weapons compliment the +1 to Strength very nicely.
I would consider the rule to count at the beginning of every phase. So if the unit started within 6" at the beginning of the assault phase, they would have that benefit for that first round of combat. This is just my opinion but that's how I figure it.
Problem is I have never had a situation where the guants that assaulted were within 6". And believe me it's not from the lack of trying.The argument can go either way, though I really prefer this one (as do we all). Guess it's up to the FAQ.I would consider the rule to count at the beginning of every phase. So if the unit started within 6" at the beginning of the assault phase, they would have that benefit for that first round of combat. This is just my opinion but that's how I figure it.
I actually ran into the same issues with both toxin sacs and adrenal glands. It's actually pretty hard to stay within 6" of the tervigon when the gaunts charge. At first I played it that they have to be within 6" to receive the benefits, and so rarely did I get the benefits by charging as usually they would be out of 6".
Thus, I usually give my tervigon just toxin sacs and used my gaunts as defensive screens rather than offensive units. This way, they have to be charged in order to get to my hive guards or tervigons and would always benefit from toxin sacs as well as counter-attack.
Then I saw an experienced nid player play once (he got 1st at our local 'Ard Boyz). The way he played it, if the gaunts were within 6" of the tervigon, then they would receive the benefits of furious charge even if their charge takes them more than 6" away from the tervigon (they would, however, lose the benefits of toxin sacs). This makes sense, as when they initiate their assault, they are within 6" of the tervigon and thusly should benefit from its adrenal glands. However, when they reach their target, they are no longer within 6" of it so wouldn't receive the benefits of toxin sacs. Furious charge is applied at the time they charge, not after they've already charged.
Hope that helps.
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
Exactly, that's what the campaign organizer and I agreed on as well after a bunch of arguing.
The best advice I have is to try as hard as you can to "trail" the end of your gant units so that the last model of the unit is within 6" of the tervigon. In other words, try as hard as you can to turn your gant units into long spears as you move them rather than simple mobs. That way, even if you charge you can mostly keep the unit near your tervigon.
This is only going to work consistently if you have two tervigons and can therefore coordinate their movements. With just 1 tervigon on the table, this will be all but impossible.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
I wonder how large the guant unit that your atempting to do this with is?
Because on the occasions ive come across, when using a small brood that might be used for screening, or trying to give the bonuses to a spawned group, its nigh on impossible as you say. But when im using my big hammer broods of 20-30 guants, the tervigon gets in no problem.
Try not spawning broods too far away, or taking larger ones right from the start.
Your friendly neighbourhood gargantuan creature