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		![[Post New]](/s/i/i.gif)  2012/11/21 06:26:28
	     Subject: Tyranid Tervagon question | 
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						|   Mutilatin' Mad Dok
 
 
 
 
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									Besides the unit of gaunts you need to unlock a Tervagon as a troop, What is a good rule of thumb on how many gaunts you need to have on hand per Tervagon for spawning?
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		![[Post New]](/s/i/i.gif)  2012/11/21 06:47:58
	     Subject: Tyranid Tervagon question | 
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						|   Bounding Dark Angels Assault Marine
 
 
 
 
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									im pretty sure they only spawn for 2 or 3 turns on average and spawn an average of about 8-12 per turn, so you would be looking at around 20-25 per tervigon on average. Bear in mind its always good to have spares. So maybe like 2 boxes per tervigon plus another for every two you have or something like that
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							| This message was edited 1 time. Last update was at 2012/11/21 06:49:18 
 3500 (ish) points    who-knows-how-many points random stuff
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		![[Post New]](/s/i/i.gif)  2012/11/21 09:09:05
	     Subject: Tyranid Tervagon question | 
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						|   Ultramarine Chaplain with Hate to Spare
 
 
 
 
	
	
	
 
 
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									You spawn on average 22 gaunts per tervigon. If you're taking 1 tervigon id have 50 guys available. If you're taking 2 70 should be enough. 85 for 3, 100 for 4 and 110 for 5. Because the more you have the nearer to the average they Will spawn due to a bell curve. Also casualties will take there toll.
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		![[Post New]](/s/i/i.gif)  2012/11/21 09:28:06
	     Subject: Tyranid Tervagon question | 
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						|   Longtime Dakkanaut
 
 
 
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									It works out on average to be mid 20's, but you will have the odd game that you roll 4, 5, 6 for four turns, so i'd take a box per Tervi, than a spare for every 2. As said above, and don't forget they tend to die quite fast as well so you will have your dead pile to pick from.
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		![[Post New]](/s/i/i.gif)  2012/11/21 09:58:33
	     Subject: Tyranid Tervagon question | 
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						|   Scuttling Genestealer
 
 
 
 
	
	
	
 Ontario
 
 
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									I run 2 tervigons, and have a bucket'o' gaunts with about 60 in it, and I have never run out yet.  Closest I got was I had about 4 left in the bucket once.
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 Salamanders - 4500 pts
Hive Fleet Wendigo - 5000+ pts
 Vampire Counts - 2500 pts  Sold
 Ogre Kingdoms - 4000 pts
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		![[Post New]](/s/i/i.gif)  2012/11/21 10:26:35
	     Subject: Tyranid Tervagon question | 
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						|   Liche Priest Hierophant
 
 
 
 
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									21 is a good estemate. The averadge of 3 dices are 10,5. And it usualy spawns two times before it is run out. Of course, you might roll better. But it is a dumb idea to have under 20.
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		![[Post New]](/s/i/i.gif)  2012/11/21 11:31:18
	     Subject: Tyranid Tervagon question | 
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						|   Ultramarine Chaplain with Hate to Spare
 
 
 
 
	
	
	
 
 
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									You spawn slightly more than twice on average. You have about a 44% chance of seizing up each time thus the average is slightly higher than 21 it comes in at about 22.4
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		![[Post New]](/s/i/i.gif)  2012/11/22 02:54:13
	     Subject: Tyranid Tervagon question | 
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						|   Mutilatin' Mad Dok
 
 
 
 
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									So is 70 gaunts for two Tervagons including the 20 to unlock them as troops or in additon to?
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		![[Post New]](/s/i/i.gif)  2012/11/22 14:21:35
	     Subject: Tyranid Tervagon question | 
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						|   Regular Dakkanaut
 
 
 
	
	
	
 
 
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									That sounds good. Should be plenty. You may very very rarely run out with that number, but if that happens you have to think you will have 70 gaunts on the table so is not being able to place 2-3 gaunts going to kill you at that point? Probably not. I'd say more often you will have 15-20 gaunts that never reach the table because you'll end up recycling dead gaunts.
 -Myst
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		![[Post New]](/s/i/i.gif)  2012/11/23 08:09:07
	     Subject: Tyranid Tervagon question | 
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						|   Ultramarine Chaplain with Hate to Spare
 
 
 
 
	
	
	
 
 
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									All these are in addition to any you already have. The reason being you actually don't need any termagants to take 2 tervigons and the lower the number the larger the standard deviation and less things that will be shooting at your termagants and tervigons as they will make up a smaller portion of your force.
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