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I was looking through my codex to compare units with each other, trying to find a good stratagy to deal with the SM tank spam and the Eldar speed/shots that I always seem to go up against. While doing so I noticed the differences and similarities between the Tervigon and the Carnifex.
I was actually wondering why there are a large number of people that believe that it is a terrible idea to put the Tervi into melee. If one were to custom build him for it I think he would do pretty well. I know that they aren't the ultimate or anything, but I do believe that they are quite decent.
So I'm actually going to try and test this out this weekend and see how it goes. Here is the list I want to try.
Tervigod – Adrenal, Implant, Toxic Miasma, Regeneration, Catalyst, Scything Talon, Crushing Claws (They are Initiative 1 anyway so why not throw it on there)= 275
Tervigod – Adrenal, Implant, Toxic Miasma, Regeneration, Catalyst, Scything Talon, Crushing Claws = 275
Venomthrope = 55
Tervigon – Adrenal , Toxin, Catalyst, Onslaught = 230 (Tervi troops do the normal stay out of combat thing if possible)
Tervigon – Adrenal , Toxin, Catalyst, Onslaught = 230
Termigaunt x 10 = 50
Termigaunt x 10 = 50
Carnifex x 3 - 2 x Twin-Linked Devourers =570
Tyranofex – Rupture Cannon = 265
2000 points even
Wish I had room for another Venomthope but I think it will be ok. There is a lot of shooting, lots of Troops, lots of melee, lots of heavy hitting, lots of targets, lots of wounds, and a pretty good amount of speed due to Onslaught.
A few suggesetions or comments would be awesome btw.
I don't use miasma, or implant, but I use CC on all my tervigon models for the exact reason that you mentioned. They're already I1. I get mad at nid players who keep some of their MC's away from combat. Both the tervigon and tyranofex are wasted like this often. Hundreds of points for gun platforms? WTF?
Ich no, youve got the right idea but your playing the list backwards!! Your troops tervigons are great, but they need troops to work their magic on! Take broods of 30 guants and your laughing.
As for the tervigods, they just plain suck. Theres a very good reason people dont play that, because its 275 points. For that, you get a trygon. Or a tyrant. As in something thats SUPPOSED to do combat. And the main reason why people dont like to throw tervigons into combat unless you really need to, theyve got pathetic stats. Not to mention, getting into CC exposes you to hidden PF's, or other lethal combat units. Which, long story short, gets you killed, exploding your guants. AND crushing claws are very, very costly. You can build something far more dangerous in a tyrant, with similar upgrades for about the same cost.
As for the list in general, youve got no anti tank, especially a problem in 2000 points. Axe the tervigods, lose onslaught on the regular tervs, grab yourself a tyrant with OA and 20 extra guants per brood instead. Lose one of the fexs, spread the other one into the last slot, and grab 2 broods of 3 hive guard.
Last edited by Heirodule; March 4th, 2011 at 17:30.
Your friendly neighbourhood gargantuan creature
Tervigon – Domination, Adrenal, Implant, Toxic Miasma, Regeneration, Catalyst, Scything Talon, Crushing Claws, Stinger Salve/Clusters, Spawning= 275
Swarmlord – Sabers, Paroxysm, Leech Essence, 4++ = 280
Hive Tyrant - Adrenal, Implant, Toxic Miasma, Regeneration, Armored Shell, Leech essence, Paroxysm, Old adversary, Bonesword, Lashwhips = 295
Trygon – Adrenal, Prime, Regeneration = 280
Carnifex 1 - Adrenal, Crushing Claws, Regeneration, Frag = 225
Carnifex 2 - Adrenal, Regeneration, Frag = 200
Actually I don’t think that their stats are all that bad at all. They may be slow to hit but they are still wounding on 2s against many things and have a toughness of 6 and have 6 wounds and have a 2D6 Pen attack, all standard. Also as far as “…far more dangerous…,” I think that the Tervigon in danger's sense is just as dangerous as the others. With the list I've just made, I know that there are more variants but I just gave them all the max melee upgrades to basically compare. And with good rolling on all I would probably still pick Tervi.
Troop wise I don’t think I have much to worry about with four Tervigons on the field, what’s the average 3d6 roll?
Anti-tank? I have a good number of anti-tank in there. You must have forgotten that CC hits all hit rear armor. And with all of my gaunts strength boosted to four, and with stacking glances, I fear only a few things that my MC’s will take a crack at. Also don’t count out the 3 Carnies 36 s6 shots and each Tervies’ 4 s5 shots. Those may not be optimum but they are pretty nerve wrecking still with good positioning. Honestly I think the list is pretty good.
A monolith or dual land raider lists are problematic, but I've found that with enough mc's they are still not too bad. They have to move or get crushed and if they move, they aren't firing as much as they want to. I say try harpies too. T/L hvc and a flying MC.
You did notice that Tervigons are only Str 5, yes? More than 2/3 of all armies played have an average Toughness stat of 4. That's wounding on 3s. Still pretty good, but not as good as Str 6 (which really wounds most things on 2s).Originally Posted by Pulse Shield
And you can't seriously compare the effectiveness of a Str 5 MC with, say, the ubiquitous melta gun -- or any Str 10 shooting -- when it comes to tackling armour. Your odds aren't terrible against most armour, but they're not terrific, either.How are you catching those tanks with your MCs? Your enemies must be pretty incompetent if you are regularly assaulting vehicles they aren't purposefully putting in your way to slow you down. That is, if they aren't playing smarter than you and beating you.Originally Posted by Pulse Shield
Relying on assault to crack armour is Fail. It's great that Tyranids can do this better than just about any other army, but that doesn't mean it's actually a smart or reliable tactic that we can rely upon. It isn't. Not when you're playing foes that understand how to play the game properly.
So no, I would say your army list has a pathetic amount of anti-armour in it, and my Tau will happily blow your army off the table any day of the week.
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 think that what can't be ignored is a Tervigon is fine without alot of upgrades. She will do her job of spawning loads of babies quite well and deluge the foe with Termagants. These Termagants can be put to all manner of uses. I think one or two upgades make the Tervigon more fun but too many could overload it.
I think you could try adding lots of upgrades and combine it with Hive commander on a Hive Tyrant. Use the scuttling swarm ability to use the Tervgon in a troop slot and then use Hive commander to outflank the Tervigon. Because it will be off the table a while maybe regeneration won't be as needed because it won't be shot at for the first, second turn. When the thing shows up it might be in a good position to put things like the crushing claws to use on some tank or whatever.