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![[Post New]](/s/i/i.gif) 2012/12/15 03:04:11
Subject: Dealing with Tervigons
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Major
Fortress of Solitude
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I have beaten armies with tervigons, however, they take a truly ridiculous effort to put down. The waves of gants are bad enough, but six wounds make the tervigon alone a monster. I ask you this? How to deal with the big bugs?
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Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General |
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![[Post New]](/s/i/i.gif) 2012/12/15 03:06:50
Subject: Dealing with Tervigons
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Jovial Plaguebearer of Nurgle
London, UK
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For Necrons I would say either Wraiths (although they might have problems getting to them through an entire Tyranid army) or a unit of Deathmarks in a Nightscythe.
Or a C'tan Shard with Times Arrow (they have I1), although good luck getting a C'tan into combat with it.
Failing that, lots and lots of Telsa Destructors.
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This message was edited 1 time. Last update was at 2012/12/15 03:07:36
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![[Post New]](/s/i/i.gif) 2012/12/15 03:54:44
Subject: Dealing with Tervigons
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Executing Exarch
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With guard twin linking lascannons, you need about 10 of them with average rollings (so bring 12, thats 4 heavy weapon squads w/orders, 12 sabre platforms, or 4 vendettas).
Otherwise dark eldar laugh at monsterious creatures with all the poison they bring to the table.
Personally I love Pask+Punisher(HB/HB) though this is not really as reliable.
The funnest way is FRFSRF blobb of IG just watch you opponents face wither as his awesome monster goes down to flashlights. (this take something like 213 shots though so don't make this a primary strategy)
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![[Post New]](/s/i/i.gif) 2012/12/15 04:29:34
Subject: Dealing with Tervigons
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Sure Space Wolves Land Raider Pilot
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You definitely need AP2 or 3 S6 or higher guns to take down Tervigons. So Plasma Guns and Assault Cannons come to mind. I've also had good luck using Vector Strike on them to do a couple wounds every pass. And Psychic Shriek would also be a good one, however they can Deny the Witch on a 5 (I think they're Mastery Level 1).
The probability of them becoming infertile is 1/3 every turn by rolling doubles for Gaunt spawning. So at least that's something to hope for.
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![[Post New]](/s/i/i.gif) 2012/12/15 05:12:41
Subject: Dealing with Tervigons
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Raging Ravener
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Krak missiles and plasma are the things that usually get me. Cheap and effective Its best to deal with it at the farthest range possible to avoid the swarm radius of the gaunts from locking up your expensive plasma armed units. They make good targets though as any gaunts near the tervigon will suffer immensely when he is killed, Something people seem to forget about.
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Never underestimate the Genestealers ability to sweeping advance EVERYTHING! |
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![[Post New]](/s/i/i.gif) 2012/12/15 22:22:12
Subject: Dealing with Tervigons
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Fresh-Faced New User
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Lord Krungharr wrote:You definitely need AP2 or 3 S6 or higher guns to take down Tervigons. So Plasma Guns and Assault Cannons come to mind. I've also had good luck using Vector Strike on them to do a couple wounds every pass. And Psychic Shriek would also be a good one, however they can Deny the Witch on a 5 (I think they're Mastery Level 1).
The probability of them becoming infertile is 1/3 every turn by rolling doubles for Gaunt spawning. So at least that's something to hope for.
I think it's actually something like 44% so it's pretty high
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![[Post New]](/s/i/i.gif) 2012/12/15 22:31:58
Subject: Dealing with Tervigons
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Junior Officer with Laspistol
Manchester, UK
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I use beast killer shells from an armoured battle group command vanquisher. ID ap2, decent chance of taking one down.
Other than that, I go for weight of fire.
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![[Post New]](/s/i/i.gif) 2012/12/15 22:34:28
Subject: Re:Dealing with Tervigons
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Krazed Killa Kan
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Longfangs/Havocs/Heavy Weapons Teams with missile launchers, Kannons, Lascannon w/ Sponson Preds, Plasma Gun/Meltagun Tacs, Melta/Multi Tacs, TH/SS Assault Terminators....Take your pick, all of the above work.
All of the above wound on 2's or 3s with no armor save. Concentrate firepower for 1-2 turns and move on to the next Tervigon.
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2012/12/15 22:35:24
Subject: Dealing with Tervigons
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Pyro Pilot of a Triach Stalker
Somewhere over the rainbow, way up high
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Drop pods of 10 Plasma sternguard should be able to nuke down a tervigon before it can spawn turn 1 if you get first turn. (averages 8.9 un - savable wounds on a tervigon)
Ideally, anything that will deny the creature a armor save is a very good bet.
Krak missiles are a good bet, as are autocannons, assault cannons, plasma or melta (not quite ideal, but it IS strength 8 AP 1, then you could charge it if you were crazy)
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Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts
MajorStoffer wrote:
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Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. |
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![[Post New]](/s/i/i.gif) 2012/12/16 02:56:41
Subject: Dealing with Tervigons
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Regular Dakkanaut
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With Chaos I like to run a Tri-Las predator, which usually scores a couple of wounds per turn, and a squad of Autocannon Havocs, which scores 2 more. Finally, my 3 Nurgle Oblits score the last 2. I generally find that Tri-Las predators are the most points efficient choice for long range MC murder for chaos. For other SM armies, highly consider Missle Launcher Devastators.
So generally speaking, I generally like to Las them to death Turn 1-2. I find that the plasma rifle idea suffers, as if they dont die turn 1, they are usually surrounded by their offspring. I generally suggest that you save your mid-range and close combat AP2 weapons for Tygons and the like. Well played Tervigons require long range firepower such as las and autocannons. Otherwise, suicide units are an option, but I find I'd rather spend the points on more long range firepower, as any deep striking unit that can cause 6 wounds to an MC in a single shooting action costs almost as much as the Tervigon.
If you are expecting to hit with atleast 12 AP3 Str 7+ shots per turn, you should be ok. I would not count of masses of plasma rifles against them.
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2000pts Mech
1000pts Daemonzilla
1500pts Kan Wall
1500pts Driegowing |
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![[Post New]](/s/i/i.gif) 2012/12/16 03:27:03
Subject: Re:Dealing with Tervigons
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Lone Wolf Sentinel Pilot
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TedNugent wrote:Longfangs/Havocs/Heavy Weapons Teams with missile launchers, Kannons, Lascannon w/ Sponson Preds, Plasma Gun/Meltagun Tacs, Melta/Multi Tacs, TH/ SS Assault Terminators....Take your pick, all of the above work.
All of the above wound on 2's or 3s with no armor save. Concentrate firepower for 1-2 turns and move on to the next Tervigon.
You forgot Broadsides. They will tear up monstrous creatures. Unfortunately, they can't be taken in any real large amount.
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![[Post New]](/s/i/i.gif) 2012/12/16 04:21:53
Subject: Dealing with Tervigons
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Longtime Dakkanaut
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Space wolves still win out i think with jaws and missile spam from long fangs. Plus grey hunters have less to fear from spamed gants thanks to their weight of attacks in cc. Add in cover for the gants to move through and your set.
Edit: A jaws attack has a 40% chance to kill a tervigon with a 5+ deny the witch. So a 40% chance to cause 6 wounds means that roughly each turn a rune priest gets about 2.5 wounds off a tervigon. Add to this the ability to stop self buffs like FnP and iron arm so your missiles are even more effective, and the ability for a jaws to hit multiple tervigons, and space wolves come out as kings in this I believe.
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This message was edited 1 time. Last update was at 2012/12/16 04:25:43
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![[Post New]](/s/i/i.gif) 2012/12/16 05:27:04
Subject: Dealing with Tervigons
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Wing Commander
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For the Imperial Guard, MCs aren't a huge concern; I have plasma, plasma and, wait for it, more plasma.
And then tanks, many tanks.
It is all about focus fire though; any army that's kitted out to deal with MEQs should be able to kill Tervigons without too much difficulty if they can focus their fire, and have enough units to handle the hordes of bugs it spawns.
I find Trygons are more difficult, because more often than not, you'll only have one turn to drop it before it starts mulchings things left right and center; one or two groups of gaunts isn't the end of the world, you have some time to knock a tervigon out.
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Therefore, I conclude, Valve should announce Half Life 2: Episode 3.
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![[Post New]](/s/i/i.gif) 2012/12/16 06:18:02
Subject: Dealing with Tervigons
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Fixture of Dakka
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MajorStoffer wrote:For the Imperial Guard, MCs aren't a huge concern; I have plasma, plasma and, wait for it, more plasma.
And then tanks, many tanks.
It is all about focus fire though; any army that's kitted out to deal with MEQs should be able to kill Tervigons without too much difficulty if they can focus their fire, and have enough units to handle the hordes of bugs it spawns.
I find Trygons are more difficult, because more often than not, you'll only have one turn to drop it before it starts mulchings things left right and center; one or two groups of gaunts isn't the end of the world, you have some time to knock a tervigon out.
Don't underestimate those tervigons and flyrants. Only real threat to the flyrants are the vendettas. As for tervigons, psychic powers have made them vicious. T9 tervigons don't really care about plasmas. It's also much easier for them to get cover, even if it's only a 5+, and they can take their FNP saves against those plasmas whereas before they couldn't.
Of course, terrain will play a large part in how well nids will do. The more terrain - especially LOS-blocking terrain, the better for them.
Automatically Appended Next Post: DevianID wrote:Space wolves still win out i think with jaws and missile spam from long fangs. Plus grey hunters have less to fear from spamed gants thanks to their weight of attacks in cc. Add in cover for the gants to move through and your set.
Edit: A jaws attack has a 40% chance to kill a tervigon with a 5+ deny the witch. So a 40% chance to cause 6 wounds means that roughly each turn a rune priest gets about 2.5 wounds off a tervigon. Add to this the ability to stop self buffs like FnP and iron arm so your missiles are even more effective, and the ability for a jaws to hit multiple tervigons, and space wolves come out as kings in this I believe.
Agreed. Jaws/missile-spam wolves is still a weakness of bugs. That and venom-spam DE, although these aren't the near-impossible matchups that they used to be back in 5th. They still are the achilles heel of bugs.
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This message was edited 2 times. Last update was at 2012/12/16 06:20:35
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