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Made in us
Boosting Ultramarine Biker






How valuable would FnP Trygons be? As in putting a Tervigon behind them and keeping Catalyst up on them all the time. It would negate the missile launcher spam but have no effect against preventing all the ap 1 and 2 that is bound to come their way. Only reason I ask is I'm running 3 Trygons in a tournament this weekend and thinking of tweaking my list slightly. Right now I run 2 troop tervigons and a hive tyrant. I'd have to drop the hive tyrant and take an HQ tervigon. Here is the list I currently have:

HQ
x1 Hive Tyrant w/ TL Dev, Armored Shell, Old Adversary, LW, BS
x1 Hive Guard

Elites
x2 Hive Guard
x2 Hive Guard
x2 Hive Guard

Troops
x1 Tervigon w/TS, AG, Catalyst
x1 Tervigon w/TS, AG, Catalyst
x10 Termagaunts
x10 Termagaunts
x7 Genestealers w/Toxin Sacs


Heavy
x1 Trygon w/AG
x1 Trygon w/AG
x1 Trygon w/AG

As I mentioned, possible option would be to drop the HT and tyrant guard, add an HQ tervigon on. That's 3 Catalyst spells up for all the trygons that will be running in front of the army. Remaining points would be spent on more infiltrating Genestealers.

Looking forward to people's thoughts!

This message was edited 1 time. Last update was at 2012/02/08 17:50:30


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Made in ca
Dakka Veteran




They'll only be attracting AP1 and 2 fire anyway I think, so it's not as good as say gaunts or hive guard or tyrant with fnp.
   
Made in no
Liche Priest Hierophant





Bergen

It depends a lott on your meta.

I think it would help against missile launchers (SW) S5-7 spam (Mech Guard, Scatter Lasers eldar, Heavy bolter with psybolt) and poison, although the DE matchup is pretty bad. Do not worry about the mirror match as it is very rare. Fortunetly everybody is running lots of meltas so you are only looking at a 24" to 12" AP1 range. Plasma is nowehere in this edition.

On the negative side the chances of hamernators and transports in general (rhono etc) is pretty big so I do not know. I hope those hive guards manadge to open up the cans before the charge, and even then you are charging trhough dificult terain so you hit last. :-p

I am having a hard time coming up with a tyranid lists at all so I cannot advice. But feel no pain is good.

If there is not many landraiders in your metagame, I would advice for genestealers instead of trygons. One AG trygon = 15 bare genstealers. 20 genestealers with feel no pain is mutch more impressive then one trygon. The problem of course is that you will die vs AV14 as you can not harm it.

   
Made in us
Arch Magos w/ 4 Meg of RAM






as above
it gives them missle protection, however more importantly trygons in the front can give the rest of your army a cover save
Ive found that it is much better to just run a big unit of gargoyles or two in the front with FNP, same effect and most armies don't have the firepower to bring down 30-60 fnp gargs before they are eating their faces.

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Made in ca
Rampaging Carnifex




West Coast, Canada

I actually just ran a game last night against Tau and Sisters of Battle - my Trygon (regen and AG) got FNP every turn, and was hiding in a Venomthrope's 5+ cover bubble. He attracted fire for 3 straight turns from:
-3 Broadsides (TL railguns and Missile Pods)
-12 Fire Warriors
-1 Devilfish
...He would have been dead from the first volley, as the missile pods all got through the armour but not the FNP. After losing 3 wounds and regenerating 2, this sequence repeated a few times... the FNP saved at least 4 wounds that the 3+ armour failed (mostly from the Fire Warriors).

I don't think I'll be running a lone Trygon without the FNP from now on, to be honest - I might forgo it if running 2 of them, but it was incredible to see how hard it was to take him down.

Oh, he also survived the battle after taking out the broadsides, drones, and a Penitent Engine. FNP and Regen were well worth using.

   
Made in gb
Deadly Dark Eldar Warrior





I am a big fan of FNP on Trygons because yes you will take wounds from the heavy AP 1 and 2 weapons, but what is really galling is having my MC killed by an errant bolter or exploding tank.

The trouble I feel comes from the fact that you have to choose between units, it's making a choice on what you think might happen, so you can put it on the trygon but then your gaunts become more vulnerable to flame templates, small arms fire and no retreat rolls.

The good news is you don't have to worry about the decision until it actually comes up, so you've still got a good list, and if your opponent has a huge amount of lascannons you don't waste it and if you come up against tyranid shooting or splinter cannons you can.
   
Made in ca
Twisted Trueborn with Blaster





The FNP power in general is a great asset to any nid player. It is well used on trygons especially. I also like using it on lone tyrants that can use the help so they don't get shot up and all. I think the key is the actual power in and of itself, not the trygon particularly.

Cheers!


 
   
Made in us
Shepherd





lord_bobbington wrote:I am a big fan of FNP on Trygons because yes you will take wounds from the heavy AP 1 and 2 weapons, but what is really galling is having my MC killed by an errant bolter or exploding tank.

The trouble I feel comes from the fact that you have to choose between units, it's making a choice on what you think might happen, so you can put it on the trygon but then your gaunts become more vulnerable to flame templates, small arms fire and no retreat rolls.

The good news is you don't have to worry about the decision until it actually comes up, so you've still got a good list, and if your opponent has a huge amount of lascannons you don't waste it and if you come up against tyranid shooting or splinter cannons you can.


You screen the trygon with gaunts/gargoyles which honestly even 27 lascanons will at best kill a squad. darn? As far as templates the worst they can do is put one wound on. darn? If the nids player postions his stuff well he will still get to assault and be in decent shape to do it.

The enemy of my enemy is a bastard so lets kill him too.


 
   
Made in us
Boosting Ultramarine Biker






I'm not a fan of Regen on Trygons, that's pretty expensive. If regen for them was cheaper, absolutely. I'd rather invest in priming them instead of regen. In the occasional game though when your regen rolls are hot, I agree it would be a huge asset.

I've been playing with the idea of running 2 venomthropes to give the Trygons some kind of cover save while they walk up the field. T6, 3+ save, FnP and 5+ cover would make for some tough bugs and I imagine would really reduce the damage they take before getting into CC. Some really attractive possibilities there.

With my current list build above, I can only afford to give 2/3 of my Trygons FnP, which isn't bad, but I've been playing with the idea of dropping the HT and adding another HQ Tervigon and Prime. Or just have my HQ be a lone Tervigon, using the extra points for 1-2 venomthropes or more genestealers. Decisions Decisions...

What do you all think?

2,000 Hive Fleet "It Came From The Sky!"
2,000 Paladins "The Steel Shaft of the Emperor"
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Made in ca
Rampaging Carnifex




West Coast, Canada

OIF Knight wrote:
I've been playing with the idea of running 2 venomthropes to give the Trygons some kind of cover save while they walk up the field. T6, 3+ save, FnP and 5+ cover would make for some tough bugs and I imagine would really reduce the damage they take before getting into CC. Some really attractive possibilities there.
What do you all think?


That's exactly what I did with my Trygon - FNP, hiding in a Venomthrope's 5+. It was amazing. Only really need one Venomthrope, as (in my experience) no one shoots at the venomthrope.

   
 
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