Joined
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138 Posts
HQ:
Tervigon
w/ Adrenal Glands, Toxin Sacs, Catalyst, Scything Talons
[200]
Tervigon
w/ Adrenal Glands, Toxin Sacs, Catalyst, Scything Talons
[200]
Elites:
(2) Hive Guard
[100]
(2) Hive Guard
[100]
(2) Hive Guard
[100]
Troops:
(30) Termagants
[150]
(30) Termagants
[150]
(30) Termagants
[150]
Tervigon
w/ Adrenal Glands, Toxin Sacs, Catalyst, Scything Talons
[200]
Tervigon
w/ Adrenal Glands, Toxin Sacs, Catalyst, Scything Talons
[200]
Tervigon
w/ Adrenal Glands, Toxin Sacs, Catalyst, Scything Talons
[200]
[1750]
This is meant for a competitive environment, which is why it is a pure spam list. Three total unit types on the board make for little variety, but it looks effective on paper. 90 Termagants, while not that solid on their own, are well-supported here. Near a Tervigon, they are Fearless, have both Adrenal Glands and Toxin Sacs, as well as Counter Attack at Ld10. Catalyst gives either the Tervigon or the Termagants FNP, as well. Hive Guard can just sit back and throw down shots. Two S8 shots at BS4, they will be able to bust open anything AV13 and under. The Tervigons themselves aren't that hot in combat, but should do well enough with their escorting Termagants to add in sheer volume of attacks. At an average roll of 10-11 for 3d6, this list will produce ~50 additional scoring Termagants on the first turn, who will get all the benefits of the ones already purchased for the army. If 2-3 are knocked out for doubles, then I get roughly 10-30 the next turn, which is great. All in all, that means I can have upwards of 140+ Termagants on the board, all scoring. With hopes, this army should simply overwhelm the opponent with firepower.
Major drawbacks will be my inability to reliably crack AV14 (Monoliths and Land Raiders). It can be done with Tervigons, but not with any reliability. Another problem is that unless I weave my units together in a very clever manner, I won't have many saves coming my way. The FNP is negated with any S6 or higher weapon, which there are plenty of. Thankfully, the average weapon is S4 or S5. One way to remedy this may be a Venomthrope just behind my Tervigons, but they seem so fragile. To remedy the AV14 problem, I could always try to cram in Zoanthropes, but they are very short ranged and would possibly do nothing. One other major issue is the lack of Invulnerable saves on the Tervigons, but that might be helped with FNP (if I use Catalyst on themselves), but not often. More often, I think I will be shooting off a volley and assaulting to try and simply swamp opposing units in wounds, using the statistics of rolling 1's in my favor.
So, I would love if folks would find some reasonable ways to fix this list up to make it a maximum threat in a competitive game.
Tervigon
w/ Adrenal Glands, Toxin Sacs, Catalyst, Scything Talons
[200]
Tervigon
w/ Adrenal Glands, Toxin Sacs, Catalyst, Scything Talons
[200]
Elites:
(2) Hive Guard
[100]
(2) Hive Guard
[100]
(2) Hive Guard
[100]
Troops:
(30) Termagants
[150]
(30) Termagants
[150]
(30) Termagants
[150]
Tervigon
w/ Adrenal Glands, Toxin Sacs, Catalyst, Scything Talons
[200]
Tervigon
w/ Adrenal Glands, Toxin Sacs, Catalyst, Scything Talons
[200]
Tervigon
w/ Adrenal Glands, Toxin Sacs, Catalyst, Scything Talons
[200]
[1750]
This is meant for a competitive environment, which is why it is a pure spam list. Three total unit types on the board make for little variety, but it looks effective on paper. 90 Termagants, while not that solid on their own, are well-supported here. Near a Tervigon, they are Fearless, have both Adrenal Glands and Toxin Sacs, as well as Counter Attack at Ld10. Catalyst gives either the Tervigon or the Termagants FNP, as well. Hive Guard can just sit back and throw down shots. Two S8 shots at BS4, they will be able to bust open anything AV13 and under. The Tervigons themselves aren't that hot in combat, but should do well enough with their escorting Termagants to add in sheer volume of attacks. At an average roll of 10-11 for 3d6, this list will produce ~50 additional scoring Termagants on the first turn, who will get all the benefits of the ones already purchased for the army. If 2-3 are knocked out for doubles, then I get roughly 10-30 the next turn, which is great. All in all, that means I can have upwards of 140+ Termagants on the board, all scoring. With hopes, this army should simply overwhelm the opponent with firepower.
Major drawbacks will be my inability to reliably crack AV14 (Monoliths and Land Raiders). It can be done with Tervigons, but not with any reliability. Another problem is that unless I weave my units together in a very clever manner, I won't have many saves coming my way. The FNP is negated with any S6 or higher weapon, which there are plenty of. Thankfully, the average weapon is S4 or S5. One way to remedy this may be a Venomthrope just behind my Tervigons, but they seem so fragile. To remedy the AV14 problem, I could always try to cram in Zoanthropes, but they are very short ranged and would possibly do nothing. One other major issue is the lack of Invulnerable saves on the Tervigons, but that might be helped with FNP (if I use Catalyst on themselves), but not often. More often, I think I will be shooting off a volley and assaulting to try and simply swamp opposing units in wounds, using the statistics of rolling 1's in my favor.
So, I would love if folks would find some reasonable ways to fix this list up to make it a maximum threat in a competitive game.