And on Wednesday, I'll have a good idea on how well that works! My mate is fielding 5 of them and 90 termigants for a 1250pt Planetstrike defence game.If you wanted to max out on the tervigons, you could go 5 tervis and 3 units of termies - that's 2 HQ terivgons and 3 troops.
270 per turn? You realize, that would require 15 Tervigons, and every one would have to max out.if you are fielding 5 tervigons then 90 models is nothing. your spawning anyway between 15 to 270 gaunts a turn! and god help you if you want to paint that many models.
If it wasn't Planetstrike, and it wasn't the game where the defender only has to hold one objective to win, I'd agree. However he can just put down a dozen bastions and use their automated guns to do the ranged stuff for him. As long as he holds the tervigons in reserve, he should do OK, as he'll hopefully have enough units to swarm one bastion to stop it being contested.Honestly, I don't think it'll do well at all. It's durable but doesn't really have any hard-hitting power. Mech up in rhinos or other transports and just move 6"+ when the MC's are nearby.
Im sorry but they just cant. Hormaguants, yes, termies with furious charge, no. 2 reasons for this.
1. The tanks can outspeed the termies quite happily, that or just plain reduce the numbers so that point 2 is even harder.
2. Lack of attacks, a squad of 20 can only put out 40 attacks, so if it moves 12" your never going to have enough it make it count. And for evey guant killed thats then harder and harder to do.
And speaking of the lith, in this list, there is Psycally nothing that can kill it off, so if there is one, or worse 2 youre powerless to do anything to them.
Firstly im aware of the hormaguants S3, i just made the point for termies scince its far rarer that they have AG. Obviously in this case from the tervgion, but normally, its a rare sight.first off both the hormagaunts and termagaunts need furious charge to glance a RAV 10 tank, which is alot easier/cheaper to give the termagaunts
second if the rhinos are just running away from gaunts how is he gonna get anything done, which is almost as good as actually killing them. as soon as the rhinos are getting hit from the gaunts there is no escaping them unless you run into cover (which is also good for you for that 16.6% chance to get immobilized)
Firstly im aware of the hormaguants S3, i just made the point for termies scince its far rarer that they have AG. Obviously in this case from the tervgion, but normally, its a rare sight.
And secondly, i never mentioned rhinos, if your using furious guants (either sort) to assault a transport, your doing it wrong most of the time. What you want to fire them at (and this was the case in 4th too) is tanks with 1 main weapon, eg vindicators, hammerheads, fire prisms ect. In the broad scheme of things, hormaguants are much better for this task than termaguants. Theyre faster, they get the re-rolls from the tallons, they have an extra attack, they dont form as much of a target as the guants do because of the lack of acompanying tervigon, they have the bonus all the time, as apposed to getting it from the tervigon, theyre a close combat unit so dont get killed as quickly by the support that turns up and they dont get backlash when the tervigon dies.
And your overestimating the tervigons capabilitys, as we recently discoverd in another thread, the tervigon gets on average 2-3 rolls a game before going caput (45% chance per roll) so its hardly an Abundance of frere guants.
Lastly if your giving feel no pain to some guants, its likley that youd be better off with it elsewhere, such as on an MC or some zoanthropes perhaps. The only time its really worth doing is on devourer guants.
So im afraid termies arnt nearly as capable as hormies in terms of destroying key elements of a vehicle.