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Made in au
Regular Dakkanaut



NSW Australia

I was pondering whether they were worth taking over termagaunts if you were going to put them with a tyranid prime with adrenal glands and a pair of boneswords. I was also wondering, if they join with a tyranid prime does that mean they can't fleet anymore?
   
Made in ca
Insect-Infested Nurgle Chaos Lord






Adrenal Glands are unnecessary because of the Hormagaunt's already high Initiative. Toxin sacs are almost manditory given their paultry strength (and provides more or less the same effect against MEQs and GEQs, while giving you an edge over MCs).

If the Prime doesnt have Fleet, they loose it as well.

Personally the decision is up to you, I'd go with Tervigon and 10 Termagaunts since you can accomplish the same thing for cheaper points (give the Tox and Adrenal to the Tervigon, so you dont have to pay on a by-model basis).

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Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


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Made in au
Regular Dakkanaut



NSW Australia

Thanks for the input :3 I have often considered the tervigon but I am worried that they could essentially hand out kill points with the units they generate

MechaEmperor7000 wrote:Adrenal Glands are unnecessary because of the Hormagaunt's already high Initiative. Toxin sacs are almost manditory given their paultry strength (and provides more or less the same effect against MEQs and GEQs, while giving you an edge over MCs).

If the Prime doesnt have Fleet, they loose it as well.

Personally the decision is up to you, I'd go with Tervigon and 10 Termagaunts since you can accomplish the same thing for cheaper points (give the Tox and Adrenal to the Tervigon, so you dont have to pay on a by-model basis).
   
Made in us
Infiltrating Hawwa'





Through the looking glass

Yeah, what Mecha said. I love gaunts myself, and I would rather field them any day of the week over gants (I just dont like a shooty nid army), but regardless of how I feel, gants with tervigon support are better than gaunts.

“Sometimes I can hear my bones straining under the weight of all the lives I'm not living.”

― Jonathan Safran Foer 
   
Made in au
Norn Queen






As said, the only thing making Hormagaunts a sub par choice is Tervigons making Termagants far better. Nothing really wrong with Hormagaunts though, so take them if you feel they'll work. They're still speedy little buggers that, with toxin sacs, can hit hard. Just try not to have them in synapse range when they're in assault, or they'll suffer from No Retreat wounds.

My problem with the Tervigon is a non-existant model. If you aren't good at making your own models through scratch building or converting, you might end up with upset opponents saying every game 'this Carnifex is really a Tervigon'.

Not to mention, if they fixed up the Trygon tunnel ability, and left Without Number in as a purchaseable upgrade, a Tervigons spawning ability wouldn't be needed, and it could have been solely a gaunt buffing unit.
   
Made in gb
Focused Fire Warrior





Southampton, UK

There's nothing like seeing an old school 'nid rush, high casulties getting to the line, then rending the enemy into easily digestible lumps of bio mass. Thats what 'nids were and always will be in my opinion. But its your 40K play as you will and have fun.

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Made in es
Frightening Flamer of Tzeentch





Some dusty place in Texas

I think they are very very worth it, especially combined with a Trygon Prime and Raveners. Put those 3 unit types together along with some Tervigons, Devilgaunts, and Hive Guard for fire support, and its a very killer combonation.

Warhammer 40,000 Armies:

Warmachine/Hordes Armies:
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"Something always fires that light that gets in your eyes" 
   
 
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