Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
This week's unit is the Tervigon, the brood mother of Tyranids, in many instances.
What do you use it for? How do you equip it? Do you have multiple? Just talk about it.
I'll start off. I don't really use the Tervigon that much but when I do the dice gods favour me and I manage to get anywhere between 36 and 48 free Termagants out of her. I don't really equip her with much apart from psychic powers because she isn't really a combat creature (I also like to give her ranged weapons, and Toxin Sacs and/or Adrenal Glands occasionally).
Last edited by Warlord Vrrmik; July 20th, 2011 at 11:55.
My nid buddy friend hates me. Every time he uses a tervigon, double's on the first gaunt creation. I build a list and play? 57 termagaunts in one game! They held up so many things.....
From my limited experience (always good to caveat...)
If I use the Tervigon, I run at least 2, even at 500 pts. The ability to spawn troops, count as a troop, grant Feel No Pain, Furious Charge, Poison... is all awesome, but it doesn't work well in small numbers. The odds of rolling doubles on 3d6 is also about 45%, which is a coinflip. If you don't have more Termagants on the table, the Tervigon abilities are a waste, as there are much better 190 pt models to buy otherwise! On that note, I also suggest taking Termagant broods to make Tervigons troops, and to make their abilities immediately useful (deep striking Daemons, anyone?).
I've had a lot of success assaulting Marines with I5, S4, and reroll wounds so that the initial punch is effective.
I equip with:
- Adrenal Glands
- Toxin Sacs
- Catalyst (Feel No Pain)
- Stinger Salvo (though will try Cluster Spines in upcoming lists).
I try to throw a Flyrant or Trygon on the field to attract Firepower, which allows the Tervigon to get much closer to the enemy before spawning. Ideally, I will not spawn until I am 100% certain to assault the same round, otherwise the poor Termagants will just get themselves killed off before they can do anything. This does take practice and patience, and some praying that the Tervigon survives long enough (oftne giving himself FNP). Having 2 Tervigons close together helps with both the 6" ability transfer (poison, furious charge), as well as keeping Termagans within Synapse when one inevitably dies.
The 3d6 wounds, however, hurts. That's more reason why I run another big-baddy to cause a more immediate threat and increase the suvivablilty of the little guys.
In Objective games, I put all of my objective into Terrain, so that I can spawn and leave them out of Synapse. They will do everything I want them to do through Lurk.
At best, I did have 72 Termagants on the table from 3 Tervigons against Tau in a 5-Objective game (1500 pts). I won. At worst, on Turn 5 I had to sit the Tervigon on an objective instead of giving the bonus (and synapse) to ~30 Termagants, which were in an assault with a single Black Templar model and eventually broke, suffered Sweeping Advance, which caused a tie game on Turn 7 rather than the Win I had at turn 5.
On the other downside - Opponents get REALLY annoyed when you have to move so many models per turn, as it does drag the game on...
I love this monster. I run 2 in every game, both as troop choices. I also run a hive tyrant which allows a single troops choice to outflank. Outflanking a monstrous creature into that annoying dev squad or pred or LRBT is nice in itself, but the ability to spawn a bunch of little monsters makes it even better.
I give them AG and TS and the FNP power.
I might emerge from my hiding and make a few posts up here.
Tervigon is hands down my all time favorite and in my opinion best Tyranid we have. The only unit that can truly rival its usefulness is a Hive Guard, perhaps Tyrannofex.
They can give Feel no Pain to a unit, spawn gaunts, hit hard and can be taken as a troop choice AND a HQ choice? Really nothing needs to be explained. I will always run one of these things, even in my 500 point list. In my tournament 1.5-2k list I run two and and 2.5 I run three. They truly are amazing.
Want to start Tyranids? http://www.librarium-online.com/foru...ml#post1799921 AND http://www.librarium-online.com/foru...t-builder.html
HFM - You say that you "always" run one of these, regardless of army design? Have you found it that useful?
The ability to assign FNP to anything within range is extremely handy. I think giving it to things like trygon primes...just because.
Isn't that kind of pointless? It's stats are great anyway, and the things that it would need to be getting less of is no armour weapons, and since FNP is negated with AP 1, 2, Instant Death, and attacks that ignore armour, it would become redundant on the Trygon, in fact any MC. Best for groups of smaller guys, like Termies and Warriors.Originally Posted by greggles
Actually I disagree with the above about putting FnP on warriors. The thing that anhilates warrior sized bugs is instant death and FnP wont help you there. Warriors can normally have cover, and anything else has to do a serious amount of wounds to take them out. Putting it on Raveners or shrikes might work, but most of the time your better off using it on the little bugs.
Your friendly neighbourhood gargantuan creature