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Made in us
Space Marine Scout with Sniper Rifle




Somewhere in your closset o_O

Thunder Hammers. THey destroy all >_>

We was made ta fight and ta win! 
   
Made in gb
Towering Hierophant Bio-Titan



UK

Nurglitch wrote:Although the thought of floating a squadron of Land Speeders with Assault Cannons nearby to the Tervigon and cutting loose has occurred to me from a strategic perspective since the Land Speeders would avoid any cover save from intervening Termagants.
Assault cannons arent necessary. Typhoon speeders with h.bolters would be ideally suited. Dual krak missiles from afar (Doesnt remove FNP, But that does require two tervigons to pull off!) with dual frag missiles & h.bolters moving at 12" for afters.

Vendettas will have a nice vantage point, will worry about those rupture cannons but otherwise should stay mobile. It might even see a resurgence of the usefulness of MRP's.

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Long-Range Ultramarine Land Speeder Pilot




Dallas, TX

I'm suprised no one has mentioned the Space Marine Librarian. So I will.

Space Marine Librarian (Epistolary) with Might of the Ancients and any other power in Terminator Armor w/ Storm Shield.

180 points.

Use any other tactic to clear a way to the Tervigon, charge him solo using Might of the Ancients (Str 6) to wound on 4+. Use second Psyker power to activate Force Weapon on wound.

Unless I've missed something, you'd be charging with 3 Attacks, hitting on 4+, wounding on 4+. With one wound through that, and a requisite two Psychic tests passed, dead Tervigon.

This message was edited 3 times. Last update was at 2010/01/21 16:03:30




Ultramarines Second Company - ~4000 points

Dark Eldar WIP - ~800 points

 
   
Made in us
Fixture of Dakka






San Jose, CA

GeneralRetreat wrote:I'm suprised no one has mentioned the Space Marine Librarian. So I will.

Space Marine Librarian (Epistolary) with Might of the Ancients and any other power in Terminator Armor w/ Storm Shield.

180 points.

Use any other tactic to clear a way to the Tervigon, charge him solo using Might of the Ancients (Str 6) to wound on 4+. Use second Psyker power to activate Force Weapon on wound.

That relies on getting off 2 psychic powers on 3d6.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Scarred Ultramarine Tyrannic War Veteran





Arlington, VA

Yeah... if you want to FW it... just bust out a GKGM.

Check out my blog for bat reps and pics of my Ultramarine Honorguard (Counts as GK) Army!
Howlingmoon wrote:Good on you for finally realizing the scum that is tournament players, Warhammer would really be better off if those mongrels all left to play Warmachine with the rest of the anti-social miscreants.
combatmedic wrote:Im sure the only reason Japan lost WW2 was because the US failed disclose beforehand they had Tactical Nuke special rule.

 
   
Made in ca
Decrepit Dakkanaut





That's where a Chaos Sorcerer on a Disc of Tzeentch has an advantage over both a Librarian and a Grey Knight: He can cast Warptime while he's cheerfully 13" to 18" away from the Tervigon, and outside the range of the Shadow in the Warp. Activate that, jump over the Termagants and charge with six Warptimed Power Weapon attacks, and get 4+ (re-rolled) Invulnerable save against the impending Perils of the Warp when he uses his Force Weapon to Instant Death the Tervigon. He could even pop it one with a Plasma Pistol before charging, re-rolling any Gets Hot! and hitting at 2+.
   
Made in us
Doc Brown






Did I miss a memo or something? I know I looked at the gaunt entry and nothing about screamed "My opponent getting these units for free is a problem". They're still Gaunts and the Tervigon should run out after 2 truns producing 2 squads of between 10 and 11. It isn't infinite unit production unless he just doesn't roll doubles all game and the tervigon dying will drop half a squad-ish on average.

Also are we seriously talking about the shortest infantry model in the game next to a grot granting cover to a T6 W6 MC? If your opponent models a tervigon that can get cover from gaunts just bitch-slap him with the rulebook.

As far as anti-tervigon tactics, doesn't seem too complicated if you're marines just throw lysander/calgar/vulakn in a TH/SS squad in an LRC and dive in. The tervigons and gaunts wont even come close to taxing these units abilities to save damage and you certainly aren't FnPing TH wounds. For space wolves it gets even easier as a unit of TWC with 2x SS and a PF will easily walk through this wall. Most armies have a resilient and fighty unit that could go through multiple tervigons and a sea of gaunts with little issue and IG have vendettas that just murder the damn things.

 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Chaos sorceror seems like the best thing for killing it in one shot from full health.


as a grey knight player i would.

tank shock it with a GK LRC(getting past the gaunts) unload either a master or stern and a terminator squad.

shoot it with a the Hurricane bolters(what is the Tervigons armor?) and assault cannon if possible. shoot it with the terminators(psycannon or incinerator)

assault and use the terminators to soak wounds up and use the master/stern to hit on 3+(WS 5) and wound on 4+ and get instant death off with the force weapons.

the average on 3D6 is 10 so it is likely that a space marine will pass.


AND everyone(except matershake)please its GAUNT not gant

This message was edited 1 time. Last update was at 2010/01/21 16:39:14


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Shas'la with Pulse Carbine




Levittown, NY

the average on 3D6 is 10 so it is likely that a space marine will pass.


Unless death leaper has lowered your leadership by D3 :p

40K: The game where bringing a knife to a gun fight means you win.

2000 Orks
1500 Tau 
   
Made in us
Dakar



Arlington, VA

Grey Templar wrote:

AND everyone(except matershake)please its GAUNT not gant


call me a pedant; but it's actually termigant units that gain benefits from tervigon not hormagaunt units.

so yes, the spelling changed. deal.
   
Made in ca
Member of the Malleus





Canada

Remember, tervigon is synapse, shadow of the warp affects the force weapons. What about multiple assualt, if I assualt the Terv, and one if it's brood, with say asualt marines, or slugga boyz. ect, put all my attacks into the gaunts, the power fist or klaw or whatever into the tervigon, and then take out the tervigons remain wounds with fearless checks after you've wiped the gaunts? If you use the transport to tank shock properly you should be able to group the little buggers where you need them to pull it off. So after all that to paraphrase, multi assualt terv and gaunts, and use fearless saves to finish the terv.

 
   
Made in ca
Decrepit Dakkanaut





doubled:

I think the problem is that Termagants aren't as squishy as they used to be, and that by exposing a squad to the Counter-Assault enabled Termagants (who may also have Poison and Feel No Pain from the Tervigon, and Preferred Enemy from a nearby Tyrant - or is it Swarmlord?). See here.
   
Made in us
Scarred Ultramarine Tyrannic War Veteran





Arlington, VA

Tervigon also has Shadow. Also, because Termagants have I4, if you charge them and they get counter-charge off, they'll still maul you pretty good, reducing the number of fearless wounds... especially if Mama gets to fight back too.

Check out my blog for bat reps and pics of my Ultramarine Honorguard (Counts as GK) Army!
Howlingmoon wrote:Good on you for finally realizing the scum that is tournament players, Warhammer would really be better off if those mongrels all left to play Warmachine with the rest of the anti-social miscreants.
combatmedic wrote:Im sure the only reason Japan lost WW2 was because the US failed disclose beforehand they had Tactical Nuke special rule.

 
   
Made in us
Plastictrees






Salem, MA

Was looking at witch hunters and remembered something that somebody on Dakka (wish I could remember who) posted for TMCs a long time ago:

WH inquisitor with bolter-crossbow w/ 3 acolytes with bolter-crossbows. Throw in a couple of sages for additional accuracy, and that's 8 shots at 24" that wound on 2+ and no armor save allowed. It's only one shot, but they can all shoot simultaneously from the hatch of a chimera for extra safety.

Also, what's the range on Shadow? 12"? If so, then this anti-council tactic from Stelek will work on psychic TMCs too: WH psykers can stand off outside that range and cast first Purgatus (to lower the the Tervigon/TMC Ld to 7 permanently), then have all your inquisitors start casting Hammer of the Witches (unlimited range) to put perils auto-wounds on all the psychic TMCs on the table, no cover or armor saves allowed, must re-roll invulnerables.

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
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Raging Ravener




Orlando, FL, USA

You can't Purgatus any of the Tyranid psykers. Better luck next time.
   
Made in us
Plastictrees






Salem, MA

Oh, right, because they're not ICs. Good point, I missed that.

So you'd have to use psyker battle squads to lower their leadership for Hammer, or a culexus assassin hiding behind something. Or just play the odds, spamming Hammer of the Witches from several inquisitors at once and putting maybe a couple of wounds per game on Ld10 bugs. Because the range is unlimited, you could have a couple of 40 point inquisitors standing off in some corners behind LoS-blocking terrain, cranking out the hammer every shooting phase. Add chiurgeons to prevent them taking perils wounds themselves. A Ld8 inquisitor only scores about .13 wounds per turn on a table with 6 or more Ld10 enemy psykers, but the annoyance factor is pretty fun.

This message was edited 2 times. Last update was at 2010/01/21 22:13:11


"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
Prescient Cryptek of Eternity





Mayhem Comics in Des Moines, Iowa

I hate the thought of having to face a local's Guard army, where he takes two Psyker Battle Squads and a Caladus [sp] Assassin. Nothing like having your six wound monster Instant Deathed on a 2+ roll.

 
   
Made in us
Scarred Ultramarine Tyrannic War Veteran





Arlington, VA

Except for watching the PBS blow their own heads up from Shadows.

Check out my blog for bat reps and pics of my Ultramarine Honorguard (Counts as GK) Army!
Howlingmoon wrote:Good on you for finally realizing the scum that is tournament players, Warhammer would really be better off if those mongrels all left to play Warmachine with the rest of the anti-social miscreants.
combatmedic wrote:Im sure the only reason Japan lost WW2 was because the US failed disclose beforehand they had Tactical Nuke special rule.

 
   
Made in us
Prescient Cryptek of Eternity





Mayhem Comics in Des Moines, Iowa

Shadow in the Warp has a range of 12", and the squad has a range of 36". It's not hard for them to fire it off from outside the effects of Shadow in the Warp.

 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

another thing that SMs could do is have 2 Epistolarys, each with Quickining and any other power. they both cast quickining outside of the range of SITW, fleet and then fleet-assault you with I10 powerweapons and both try and ID the TMC with force weapons

chances are one will get his power off even with a negative modifier to Ld

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Hurr! Ogryn Bone 'Ead!






What have most nid players been running? Because if there is an absense of shadow in the warp then I would suggest a cheap Chaos Sorcerer with Warptime, any mark. The only problem is if there is something with that shadow in the warp power.

 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

it isn't a power per say, but an area of effect that any tyranid beast with a psychic power has that is basically Runes of Warding for Nids

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Fixture of Dakka






San Jose, CA

ghastli wrote:What have most nid players been running? Because if there is an absense of shadow in the warp then I would suggest a cheap Chaos Sorcerer with Warptime, any mark. The only problem is if there is something with that shadow in the warp power.

The Tervigon itself has Shadow in the Warp.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Hurr! Ogryn Bone 'Ead!






Ahh thanks for the heads up.. Ive only played against new nids like twice so I dont have all their rules down yet..

This message was edited 1 time. Last update was at 2010/01/22 00:16:02


 
   
Made in us
Prescient Cryptek of Eternity





Mayhem Comics in Des Moines, Iowa

Every creature that has Synapse also has Shadow in the Warp.

 
   
Made in us
Fixture of Dakka






on board Terminus Est

Is killing Tervigons that important? Sure they are spawning gak loads of termigaunts but if you have more immediate threats then you had better deal with them first. Termigaunts are basically a really cheap bubble wrap for the new Nidz. Vendettas at best can do three wounds per skimmer per turn. Nidz can bust Vendettas with ease if they move slow enough to fire three shots. I am thinking fight fire with fire.

G

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http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
Hurr! Ogryn Bone 'Ead!






I think it kinda is important considering how good those wee little gaunts get when the Tervigon is still around. Tervigons' and Hive Tyrants' combined effects make gaunts pretty ridiculous

 
   
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Fixture of Dakka





Steelcity

Best way to deal with it is to just play Eldar I think and shoot them with 500 S6 guns while you move back wards

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Made in us
Sneaky Lictor





Green Blow Fly wrote:Is killing Tervigons that important? Sure they are spawning gak loads of termigaunts but if you have more immediate threats then you had better deal with them first. Termigaunts are basically a really cheap bubble wrap for the new Nidz. Vendettas at best can do three wounds per skimmer per turn. Nidz can bust Vendettas with ease if they move slow enough to fire three shots. I am thinking fight fire with fire.

G


I am not quite sure what you are trying to say, but as for me im not particularly scared of tervigons. They are a cool buff unit, but wont kill much on their own.


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Made in us
Shas'la with Pulse Carbine




Levittown, NY

I grappled the shoggoth wrote:
Green Blow Fly wrote:Is killing Tervigons that important? Sure they are spawning gak loads of termigaunts but if you have more immediate threats then you had better deal with them first. Termigaunts are basically a really cheap bubble wrap for the new Nidz. Vendettas at best can do three wounds per skimmer per turn. Nidz can bust Vendettas with ease if they move slow enough to fire three shots. I am thinking fight fire with fire.

G


I am not quite sure what you are trying to say, but as for me im not particularly scared of tervigons. They are a cool buff unit, but wont kill much on their own.


It's also a 6 wound scoring unit that spawns more scoring units.

40K: The game where bringing a knife to a gun fight means you win.

2000 Orks
1500 Tau 
   
 
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