Switch Theme:

Tervigon - boys or toys.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in no
Liche Priest Hierophant





Bergen

A common theme for orks is that boys over toys is better.

Then, how about the tyranid tervigon? It is relativaly cheap for 6 wounds T6, MC that spawns other units.

However, by the time you add two psykick powers, poison and adrenaline glands, since you want to make your gaunts fitt for fight and maybe a chrushing clow or skything tallons it really starts to cost.

What are the best ways to equip it? And should you equip your gaunts? Poison is great for fights and adrenaline glands is great vs transports and other tanks.

All insight will be apreciated.

   
Made in us
Bounding Ultramarine Assault Trooper





Macragge

For Tervigons, the best layout is somewhere in the middle. Toxin sacs and adrenal glands are a no-brainer, as they buff nearby Termagants. The whole point of taking toxin and adrenals on your Tervigon is that you don't need to take them on your Gaunts. Catalyst is so obscenely useful that it's also a no-brainer. I wouldn't consider Onslaught unless you have a unit that needs it (shooty Carnifex, Tyrannofex, big Warrior brood) or you're planning on swapping out for BGB powers (also a great option). When it comes to melee, I'll usually go for the scything talons, because they're only 5 points and they help counter the Tervigon's low WS. I don't think Crushing Claws are worth it, the Tervigon should never be in combat against something she would need the claws to handle (that's what waves of Fearless Termagants are for). My standard loadout of toxin, adrenals, Catalyst and talons comes exactly to 200 points, the same price per wound as the Trygon.

I understand the desire to keep the Tervigon cheap, but when you look at the cost/benefit ratio of some of the upgrades, they're too good to resist.

1st and 2nd Company - 5000pts
86th Ultramar Regiment - 4000pts
Hive Fleet Kraken - 3000pts 
   
Made in ca
Longtime Dakkanaut






I would disagree here. On an HQ tervigon I'm taking regeneration and on my troop tervigon I'm taking crushing claws. If I'm lucky I'll get warp speed as a swapped power. I take onslaught on my tervigons - I want 3* biomancy. If I get my powers on the first two rolls I'll take telepathy on the third. SO ...

Regeneration - If I am lucky I get iron arm and regeneration on my HQ. It then is a pita to take out when bubble wrapped with gants.
Crushing Claws - If I get warp speed I get up to 9 attacks on the charge - five smash attacks. Not a cc monster? It does fine supported by anything. I don't get to use the claws that often. Nothing wants to get that close. But if you are running enough tervigons they will get to you.
Toxin - Adrenal has lost some appeal in 6ed. Toxin still does the job though. Here is the only upgrade I add only if points allow.
Stinger Salvo - I love cluster spines until they hit my own termagants. Salvos are precision shots. Salvos can fire at anything and snap shot. I'm running them now.
Onslaught - As mentioned - I want three powers. It is a 30% increase in my odds of getting the swapped power I want.
Warlord power - I take command traits on HQ tervigon - even so good luck getting something you will use.

Toys before boys have no relevance when it comes to Tervs. Spending 225 points for a force multiplier, a 6 wound MC and some very nifty psychic powers is well worth it to me.

 
   
Made in us
Tough Tyrant Guard





My tervigons take Onslaught and Catalyst as well. The extra flexability is usually worth the price. I generally just give AG as I find that the guants are not within 6" after they charge for the TS buff to be within range. AG lets my gaunts have a chance at glancing transports to death so it is usually worth it.

I am starting to take crushing claws as well. They give extra attacks and with Smash the tervigon can take care of units that the guants have problems with (like TW cav, Nob bikers, terminators, ect..)

I take Stinger Salvo mainly becase I can use it to overwatch and shoot at flyers if I need to.
   
Made in gb
Regular Dakkanaut





I take tervigons, 2 of, for the powers, plain with both powers, trade for biomancy. Golden. Termigants aren't brilliant even with TS and AG, other units can do a better job.
It does depend what you want them for, if your taking lots of termigants then you want TS & AG. but i dont rely on them.
   
Made in us
Been Around the Block




I would say that catalyst is the only worthwhile upgrade. Trying to add furious charge and poison to the termagants doesn't work very well because they will rarely be within 6 inches after they charge something. The Tervigon is probably one of the best objective holding units in the game and other than FNP their upgrades don't do much to improve that.
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

There are limits to it i guess.
From time to time ill run 5 at 2.5k.
Now, tooling them all up is nice, but not needed as i can simply tool a few up and make use of them as needed.

   
Made in ca
Longtime Dakkanaut





Canada

Didn't realize that toxin doesn't work on spawned gants that are more than 6" away.

I'm planning on running 2 would this be a good loadout?

Crushing Claws
Both psychic powers to swap out for Biomancy


 
   
Made in us
Tough Tyrant Guard





 More Dakka wrote:
Didn't realize that toxin doesn't work on spawned gants that are more than 6" away.

I'm planning on running 2 would this be a good loadout?

Crushing Claws
Both psychic powers to swap out for Biomancy



That is the standard Tervifex build. It works pretty well. For AG the guants have to be 6" away or less when the charge is declared. For TS they have to be in 6" during combat. Its good to keep in mind. Also keep in mind that it is any termagunts in range and any ICs in the brood, not just spawned ones.
   
Made in ca
Longtime Dakkanaut





Canada

Cool, I modeled one with crushing claws and the just look awesome, my list is more of a monster mash with Termigants scoring and choking defenders with bodies so I'll run this Tervifex build for now and see

 
   
Made in nz
Longtime Dakkanaut





New Zealand

I like Regenerate for its psychological effect - your opponent can get really annoyed by the Tervigon's healing powers, and either obsessively waste a lot of firepower on it (leaving the rest of your army unshot) or sulkily ignore it (letting it spawn more gants and do other stuff)
   
Made in ca
Longtime Dakkanaut






Bear in mind that if you take crushing claws toxin sacs are better on the tervigon than adrenal glands. Double so if you roll warp speed. I do not rely on termagants to do anuything but grab an objective (let them go to ground) or tar pit and bubble wrap. Also they are somewhat useful in overwatch now.

 
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

I've got two builds that I like right now.

One is for my MSU board saturation list. It definitely falls into the category of cheaper is better. The list it fits into is shooty, and doesn't contain any lynchpin units, in order to pull that off, I need to keep cost way down. For this build I buy catalyst and thats it.

tervigon + catalyst 175

I don't even buy the toxin sacs or the scything talons. it isn't because 15 points is too much, its because 45-60 points is too much when you look at it across 3-4 tervigons in the army. That is another hive guard model I could be running. Toxin sacs might let termagants be poisoned, but that won't let them beat a 5 man strike squad/purifier unit, nor will it help them survive any longer against shooting.

The more "fun" build I like is the close combat tervigon. And there are options here...

tervigon + second psychic power + crushing claws + toxin sacs 215

On this guy I roll on biomancy. I'm shooting for iron arm or warp speed. With smash and warp speed, this tervigon puts out 2+2d3 strength 10 ap2 attacks that re-roll armor penetration. You still might end up with feel no pain, or you might end up with toughness 8-9.

Competitively speaking, he doesn't gain any survivibility by adding those points, and so its more likely that running him cheap is the "smart" way to go. But the biomancy build is a whole lot of fun to run around with. I run it that way all the time. As i tend to have more fun playing casual games these days.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in us
Horrific Howling Banshee




 felixcat wrote:

Crushing Claws - If I get warp speed I get up to 9 attacks on the charge - five smash attacks


Multiplication to stats happen before addition. 2/2 + 1 + 2d3 = 4-8 Smash attacks. The Smash version should be better against everything except single wound T3, unless you didn't get Warp Speed and roll 1 for Crushing Claws - 4 S4 is better than 3 S10 vs T4, but at 5/4 the S10 pulls even and only gets better from there.

 
   
Made in us
Tunneling Trygon






I think the only thing you need on Tervis is the powers, but Toxin/Adrenal is worthwhile if you have the points.


 
   
Made in us
Longtime Dakkanaut




A thing to keep in mind about the Tervigon is that while it looks great on paper, the WS3 and I1 really make it a subpar melee machine. Even with a full kit load, CC, Warpspeed, charge, you are looking at maximum 10 attacks, of which 5 will be hits. Take into account the things that will actually Melee with a Tervigon and your looking at only killing 3-4 models per turn with it on its absolute best rolls.

Compared with a Trygon that has 7 attacks and rerolls all misses, you can achieve about the same result on a more consistent basis.

Now overall, the Tervigon brings so much to the table. But at a melee machine it greatly lacks.
   
 
Forum Index » 40K General Discussion
Go to: