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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ Here's a new list based on Tervigon spam, so I get 7 <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> and about 50+ gaunts added a turn. Here's the list what do you think?<br /> <br /> <b><u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></b></u><br /> 	<br /> Tervigon							160<br /> 	<br /> Tervigon							160<br /> 	<br /> 	<br /> <b><u>TROOPS</b></u><br /> 	<br /> 11 Termaguants						55<br /> 	<br /> 10 Termaguants						50<br /> 	<br /> 10 Termaguants						50<br /> 	<br /> Tervigon: <i>adrenal glands,Onslaught</i>	185<br /> 	<br /> Tervigon: <i>adrenal glands	</i>			170<br /> 	<br /> Tervigon: <i>adrenal glands	</i>			170<br /> 	<br /> <b><u>HEAVY SUPPORT</b></u><br /> 	<br /> Trygon Prime: <i>adrenal glands</i>		250<br /> 	<br /> Trygon Prime: <i>adrenal glands	</i>		250<br /> 	<br /> <b><u>Army Total					1500</b></u><br /> ]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 11:00:03]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Re:1500 points Tervigon Spam list</title>
				<description><![CDATA[ first thing that comes to mind... you're going to have to paint a lot of minis]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 11:03:15]]> GMT</pubDate>
				<author><![CDATA[ TheVacahaha]]></author>
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				<title>Re:1500 points Tervigon Spam list</title>
				<description><![CDATA[ All I know is... you better save your allowance <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. ]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 11:05:58]]> GMT</pubDate>
				<author><![CDATA[ Zid]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ Yeah I'd estimate I'd have to have about 200 Gaunts available plus what ever is in the list (except the Guants as they're included above). Do you think it would be effective? It is largely based on close assault and needs to get its hands (claws) on the enemy.]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 11:08:35]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Re:1500 points Tervigon Spam list</title>
				<description><![CDATA[ i think it would work just through the overwhelming force of sheer numbers. at the very least it would be fun to play with/ against]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 11:12:09]]> GMT</pubDate>
				<author><![CDATA[ TheVacahaha]]></author>
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				<title>Re:1500 points Tervigon Spam list</title>
				<description><![CDATA[ I haven't read much on the new <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s, but gauntspam would be fun, dunno about "effective" tho. One nurgle demon prince could easily kill your gaunts off (because you can't hurt the damn thing with <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3!), or an avatar. And mech lists would have fun focus firing down your <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s so you can't hurt their hefty armor. and everything I've heard on Trygons has been pretty negative... I'd have to see em in action myself, cuz I think they sound pretty rad personally (unless your foe runs around with instant death or force weapons a lot <span class="glossaryitem" onmouseover='gp(84);'>lol</span>)]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 11:17:44]]> GMT</pubDate>
				<author><![CDATA[ Zid]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ The idea is the enemy at first will concentrate on the Tervigons probably take out 1 a turn (they have 6 wounds each at T6 Sv3+). I'd keep the Onslaught one at the back for using the Power on the Trygons when they arrive so they can move run then shoot 12 shots (S5 AP5) and then assault! The <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> give me the hitting power and the numbers gives me the ability to overwhelm. I imagine a lot will depend on how many Tervigons he's destroyed by my turn 3 at the start of that turn I could easily have over 100 Gaunts already on the board and another 30-40 coming out that turn would probably do them in especially as by then I should have at least 1 Trygon coming in.]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 11:22:29]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ <blockquote><div><cite>FlingitNow wrote:</cite>The ideas is the enemy at first will concentrate on the Tervigons probably take out 1 a turn (they have 6 wounds each at T6 Sv3+). I'd keep the Onslaught one at the back for usingthe Power on the Trygons when they arrive so they can move run then shoot 12 shots (S5 AP5) and then assault! The <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> give me the huitting power and the numbers gives me the abuility to overwhelm. I imagine a lot will depend on how many Tervigons he destroyed by my turn 3 at the start of that turn I could easily have over 100 Gaunts already on the board and another 30-40 coming out that turn would probably do them in especially as by then I should have at least 1 Trygon coming in.</div></blockquote><br /> <br /> Could work, not gonna say it won't, I think it really relies on the staying power of your <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s and weather or not your foe has something thats equally tough to kill. As I said, something like a nurgle demon prince would run through your gaunts pretty quickly. I'd say play test it before you invest too much into it, 100+ gaunts is no joke (monetarily)]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 11:26:09]]> GMT</pubDate>
				<author><![CDATA[ Zid]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ <blockquote class="uncited"><div>something like a nurgle demon prince would run through your gaunts pretty quickly</div></blockquote><br /> <br /> He can only kill one unit at a time so if I don;t assault him that is a maximum of 55 Guants he can kill (assuming average unit size of 11). Whilst a Trygon would tear him to peices pretty easily.<br /> <br /> At the moment this army is just a fun idea and I do want to see what people would make of it competitive wise. I do have other aries to build first and only so much time to paint and so much money to spend so it wouldn't be on the table for a while yet and I'd obviously try a 500 point build first and increase from there to see if it worked. Just wanted feedback on how competitive people thought is was and what they'd throw against it.]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 11:35:16]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ <blockquote><div><cite>FlingitNow wrote:</cite><blockquote class="uncited"><div>something like a nurgle demon prince would run through your gaunts pretty quickly</div></blockquote><br /> <br /> He can only kill one unit at a time so if I don;t assault him that is a maximum of 55 Guants he can kill (assuming average unit size of 11). Whilst a Trygon would tear him to peices pretty easily.<br /> <br /> At the moment this army is just a fun idea and I do want to see what people would make of it competitive wise. I do have other aries to build first and only so much time to paint and so much money to spend so it wouldn't be on the table for a while yet and I'd obviously try a 500 point build first and increase from there to see if it worked. Just wanted feedback on how competitive people thought is was and what they'd throw against it.</div></blockquote><br /> <br /> Not that optimistic...<br /> <br /> Suppose that a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>(160pts) has a duel with a trygon. He hit you on 3+, wound on 2+.You hit him on 4+, wound on 4+, and he has 4+ isv.<br /> <br /> And 5 tervigons is too many, even for a tervigon-gaunt based army. If you roll multiple doubles(4/9 chance for each, is it correct?) in the first turn, you would got several <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> with no shooting and no enough speed to join close combat...and the most important, no other reliable units to escort these <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s into close combat.]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 14:25:51]]> GMT</pubDate>
				<author><![CDATA[ tokugawa]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Suppose that a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>(160pts) has a duel with a trygon. He hit you on 3+, wound on 2+.You hit him on 4+, wound on 4+, and he has 4+ isv. </div></blockquote><br /> Firstly we're both hitting on 4s but I get a re-roll, I have 7 attacks on the charge (I'm faster and have better ranged weapons so will get the charge) at S7 so I wound on a 3+. He only has 4 attacks and just 5 wounds. I strike first and you are ignoring the 12 shots I get to take at him before charging in... Why does he wound on a 2+ he's S6?<br /> <br /> He should be 3 wounds down before he even gets his first attack assuming I have not shot at him or wounded him at all before (again I have an 18" shooting attack that is assault 12).<br /> <br /> I had forgotten about the doubles but that is why this list need so many Tervigons. They are no slower than most other things in the army and you forget the Trygons!]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 14:52:58]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ head on over to <span class="glossaryitem" onmouseover='gp(451);'>BOLS</span> they did a really good review on the new nids etc <br /> <br /> <a href="http://www.belloflostsouls.net/search/label/tyranids" target="_blank" rel="nofollow">http://www.belloflostsouls.net/search/label/tyranids</a>]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 15:03:53]]> GMT</pubDate>
				<author><![CDATA[ DC_Ravenor]]></author>
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				<title>Re:1500 points Tervigon Spam list</title>
				<description><![CDATA[ Toss some toxin sacs and adrenal glands on the Tervigons - at least one, since what can make this army really effective is stacking up buffs for the hordes of gaunts pouring forth. And we'll see how the Great Unclean one enjoys dozens of gaunts wounding him on 4+!<br /> <br /> The real challenge, I suspect, will be dealing with vehicles and mobile armies. Needing to chase down tanks with your <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> can be tough - the Trygons help, but thus will be a bit target for the enemy. I'm wondering if a better set-up might be to lose the two Tervigon <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>, use the points to get some more buffs on the remaining Tervigons (Catalyst, Adrenal Glands, Toxin Sacs), and add in a Tyrant with a Venom Cannon (for some vehicle interference) and the upgrade that gives nearby units Preferred Enemy. You'll have a very scary force to get close to (with termagants able to take down more than their own cost in marines in combat, at I5!) And Feel No Pain will help give some protection in return for the loss of one <span class="glossaryitem" onmouseover='gp(93);'>MC</span>. <br /> <br /> Your numbers will drop, but suddenly everything you have will be much more <i>dangerous</i>, and I think that will be really key. ]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 16:03:22]]> GMT</pubDate>
				<author><![CDATA[ Myth]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Toss some toxin sacs and adrenal glands on the Tervigons - at least one, since what can make this army really effective is stacking up buffs for the hordes of gaunts pouring forth. And we'll see how the Great Unclean one enjoys dozens of gaunts wounding him on 4+! </div></blockquote><br /> <br /> The termagaunts never get any biomorphs irrespective of what you give to the Tervigons.<br /> <br /> Since it is free I'll take Cluster Spines on all the Tervigons so each throughs out an S5 pie plate <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">.<br /> <br /> Venom Cannon is only S6 that won't really help against Vehicles. Though the Zoanthrope with it's s10 Lance weapon is pretty frigthening (penetrates a landraider on a 3). Or do you mean te Heavy Venom Cannon which is S9 but a blast weapon with mixed with BS3 is not likely to hurt a lot of vehicles. Hive Guard are the best bet for taking on fast mech. But fast mech have to avoid 7 <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> which is not as easy as you'd think.<br /> <br /> If the Tervigon take adrenal glands and toxic sacs gave those upgrades to their sqpawned nasties then yes you play would be pretty devastating but it doesn't work that way.]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 16:48:00]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ <blockquote><div><cite>FlingitNow wrote:</cite><blockquote class="uncited"><div>Suppose that a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>(160pts) has a duel with a trygon. He hit you on 3+, wound on 2+.You hit him on 4+, wound on 4+, and he has 4+ isv. </div></blockquote><br /> Firstly we're both hitting on 4s but I get a re-roll, I have 7 attacks on the charge (I'm faster and have better ranged weapons so will get the charge) at S7 so I wound on a 3+. He only has 4 attacks and just 5 wounds. I strike first and you are ignoring the 12 shots I get to take at him before charging in... Why does he wound on a 2+ he's S6?<br /> <br /> He should be 3 wounds down before he even gets his first attack assuming I have not shot at him or wounded him at all before (again I have an 18" shooting attack that is assault 12).<br /> <br /> I had forgotten about the doubles but that is why this list need so many Tervigons. They are no slower than most other things in the army and you forget the Trygons!</div></blockquote><br /> Noxious touch wound on 2+.<br /> <br /> I supposed a trygon as example, not trygon prime...even trygon prime's shooting cannot harm a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>. 12 shots, 6hit, 2wound, 0.5 hurt at average. <br /> <br /> And since a trygon cannot charge the same turn it deepstriked...<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>FlingitNow wrote:</cite><blockquote class="uncited"><div>Toss some toxin sacs and adrenal glands on the Tervigons - at least one, since what can make this army really effective is stacking up buffs for the hordes of gaunts pouring forth. And we'll see how the Great Unclean one enjoys dozens of gaunts wounding him on 4+! </div></blockquote><br /> <br /> The termagaunts never get any biomorphs irrespective of what you give to the Tervigons.<br /> <br /> Since it is free I'll take Cluster Spines on all the Tervigons so each throughs out an S5 pie plate <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">.<br /> <br /> Venom Cannon is only S6 that won't really help against Vehicles. Though the Zoanthrope with it's s10 Lance weapon is pretty frigthening (penetrates a landraider on a 3). Or do you mean te Heavy Venom Cannon which is S9 but a blast weapon with mixed with BS3 is not likely to hurt a lot of vehicles. Hive Guard are the best bet for taking on fast mech. But fast mech have to avoid 7 <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> which is not as easy as you'd think.<br /> <br /> If the Tervigon take adrenal glands and toxic sacs gave those upgrades to their sqpawned nasties then yes you play would be pretty devastating but it doesn't work that way.</div></blockquote><br /> <br /> Hiveguards can do nothing helpful, when a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> with termies in it, driving towards your <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>. <br /> <br /> Nothing.<br /> <br /> Zoanthropes can do a lot.]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 16:54:06]]> GMT</pubDate>
				<author><![CDATA[ tokugawa]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Noxious touch wound on 2+.<br /> <br /> I supposed a trygon as example, not trygon prime...even trygon prime's shooting cannot harm a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>. 12 shots, 6hit, 2wound, 0.5 hurt at average.<br /> <br /> And since a trygon cannot charge the same turn it deepstriked... </div></blockquote><br /> <br /> All I have to do is <span class="glossaryitem" onmouseover='gp(471);'>DS</span> more than 12" from you. My list has Trygon Primes in it but Trygons have identical stats just no Synapse and half the shots. I was think 1 wound from the Primes shooting forgot <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>... The Prime will still get the charge and thus be favourite. And I've got 2 <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br /> <br /> Also the <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> can't assault the turn it <span class="glossaryitem" onmouseover='gp(471);'>DSs</span> either, but to be honest this arm would do exceedingly well against the piece meal attack of a Daemon army. Those tervigons will have plenty of time to crank out the swarm...]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 17:02:47]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ <blockquote><div><cite>FlingitNow wrote:</cite>Or do you mean te Heavy Venom Cannon which is S9 but a blast weapon with mixed with BS3 is not likely to hurt a lot of vehicles. Hive Guard are the best bet for taking on fast mech. But fast mech have to avoid 7 <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> which is not as easy as you'd think.</div></blockquote><br /> <br /> Yeah, Heavy Venom Cannon on the Tyrant was what I meant - not great vs vehicles, but at least gives something that can help while you are closing in on them, and useful to continue the buff theme of the army.<br /> <br /> <blockquote><div><cite>FlingitNow wrote:</cite>If the Tervigon take adrenal glands and toxic sacs gave those upgrades to their sqpawned nasties then yes you play would be pretty devastating but it doesn't work that way.</div></blockquote><br /> <br /> Are you sure? I was pretty confident that they give those upgrades to <i>all</i> Termagants around them, whether they spawned them or not. That's really at the heart of what makes the Tervigon nasty - not just cranking out some more cannon-fodder, but making that cannon-fodder nasty in combat.]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 17:47:24]]> GMT</pubDate>
				<author><![CDATA[ Myth]]></author>
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				<title>Re:1500 points Tervigon Spam list</title>
				<description><![CDATA[ FlingitNow can you elaborate?  I'm pretty sure what I saw in the codex allowed the Adrenal Glands and Poison purchased by the Tervigon to pass on to Termigant broods within 6".  Also believe I read counterattack and <span class="glossaryitem" onmouseover='gp(82);'>LD</span> passed on as well.  With the new Space Wolf <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> that was released, would equal 2 attacks (passing LD10) with furious charge bonus and poisoned.<br /> <br /> I also wouldn't say a Trygon or Trygon Prime's shooting attacks can't hurt a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> - I've had a Space Marine <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad kill a bloodthirster in 1 round of rapid fire shooting.  Just depends on the dice rolls.  Trygon Prime - 12 shots - rolls good enough and you fail your invuls = dead <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>.<br /> <br /> I don't remember the Daemons of Chaos special rules, but does Noxious Touch confer <span class="glossaryitem" onmouseover='gp(93);'>MC</span> benefits?  If it does - cool.  Definately stacks it in favor of the <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>. <br /> <br /> As far as termigants mobbing a Nurgle Demon Prince - T6 can still be wounded by <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 3.  If they're within synapse range - so he kills 3 or 4 a turn.  Then they take a couple of armor saves from being fearless - if it's a large enough brood, then can take it for several rounds.  Thats providing he doesn't whiff with his combat rolls (and passes Warptime test on <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> from Shadows of the Warp).]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 18:16:29]]> GMT</pubDate>
				<author><![CDATA[ Mattbranb]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Are you sure? I was pretty confident that they give those upgrades to all Termagants around them, whether they spawned them or not. That's really at the heart of what makes the Tervigon nasty - not just cranking out some more cannon-fodder, but making that cannon-fodder nasty in combat. </div></blockquote><br /> <br /> You're right I've only just got the codex and only read half the rule stopped reading after the benefit from it's leadership...<br /> <br /> {quote]As far as termigants mobbing a Nurgle Demon Prince - T6 can still be wounded by <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 3.</div></blockquote><br /> <br /> And if they've got toxin sacks... <br /> <br /> Well it looks like I'll have to rejig my list abit all things considered I might drop one or both the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Tervigons for a winged Tyrant and maybe some Hive Guard to help me get hold of those damned Eldar!!!]]></description>
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				<pubDate><![CDATA[Thu, 14 Jan 2010 22:25:46]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ Have you thought about giving them Regenerate? <br /> <br /> <br /> With 6 wounds a piece you are going to get a lot of chances to gain wounds back.]]></description>
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				<pubDate><![CDATA[Fri, 15 Jan 2010 00:10:45]]> GMT</pubDate>
				<author><![CDATA[ Clthomps]]></author>
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				<title>Re:1500 points Tervigon Spam list</title>
				<description><![CDATA[ I guess I need to have a look at the actual codex before I start spouting (sorry) but can the tervigons still get catalyst? Can it work on other <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s (is it prohibited to only gaunts?) to allow you to have a spider-network of <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> T6, W6 3+ <span class="glossaryitem" onmouseover='gp(93);'>mc</span>'s. <br /> <br /> I would suggest adding two large squads of gaunts & a third mini-one. You may find lots of little squads harder to co-ordinate. Having two large squads to lead the assaults may prove easier.<br /> <br /> A flyrant with a few buffing powers could happily replace a single tervigon to buff the rest, to a greater effect overall (although I assume would cost more than a upgraded tervigon...]]></description>
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				<pubDate><![CDATA[Fri, 15 Jan 2010 00:34:06]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ Flyrant start at 230 points eek.<br /> <br /> Catalyst can work on anything regenerate is 30 points per Tervigon. At the 1750 level yes that would be my first choice. However not convinced <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is great for a T6 3+ model as so little will be wounding it that isn't AP2 or better except of course Tau.<br /> <br /> No real advantage to the larger units of Guants as they will die very quickly and it is the replacement units that will actually get into battle and they will be <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> in size...]]></description>
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				<pubDate><![CDATA[Fri, 15 Jan 2010 15:14:23]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ If have got my statistics correct, you would get:<br /> 1st turn ~30 termagants<br /> 2nd turn ~17 termagants<br /> 3rd turn ~10 termagants<br /> 4th turn ~6 termagants<br /> <br /> Total 63 termagants in 4 turns, assuming that the enemy does not kill any non-exhausted Tervigon.<br /> <br /> There are 216 possible outcomes with 3 dices, out of 90 are any kind of double roll. ~41% risk of rolling a double with 3 dices. Average total of 10.5 for each roll.<br /> (<a href="http://homepage.smc.edu/mcgraw_colleen/math_52/dice%20roulette.pdf" target="_blank" rel="nofollow">http://homepage.smc.edu/mcgraw_colleen/math_52/dice%20roulette.pdf</a>)<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 16 Jan 2010 12:45:47]]> GMT</pubDate>
				<author><![CDATA[ a94marbo]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ Your math is off.  There are 96 possibles, not 90.<br /> <br /> It's 44.4%]]></description>
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				<pubDate><![CDATA[Sat, 16 Jan 2010 16:01:02]]> GMT</pubDate>
				<author><![CDATA[ eimaj]]></author>
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				<title>Re:1500 points Tervigon Spam list</title>
				<description><![CDATA[ Drop a Trivigon for 2 zoanthropes perhaps ?.]]></description>
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				<pubDate><![CDATA[Sat, 16 Jan 2010 16:33:12]]> GMT</pubDate>
				<author><![CDATA[ Farmer]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ well l counted then in the matrix. guess I missed some. But still it didnt improve the figures.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 16 Jan 2010 16:36:13]]> GMT</pubDate>
				<author><![CDATA[ a94marbo]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ I think your maths is WAY off 5 x 10.5 is 52.5 not 30! <br /> <br /> You have a ~45% chance of each one stopping so say 2 stop in that first turn. That is another 31.5 produced in Turn 2. Say you have 2 stop again then it is 10.5 and then 10.5 again assuming the final one stops on the 2nd turn of it being the last one producing. So I've had a total of 10 rolls to get 5 doubles (slightly worse than average). A total of 105 Gaunts.<br /> <br /> Or another way 5/44.4% = 11.25 rolls = 118 Gaunts on average.<br /> <br /> That's on average 100-120ish extra Gaunts not too bad in a 1,500 point game.<br /> <br /> Remember I could also Ninja the entire army and have the Tervigons popping up from the holes vacated by the Trygons... ]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 19:41:17]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ Upon playing a game or two with Tervs, I came to the realization that they should always have Catalyst.<br /> <br /> <br /> ALWAYS!<br /> <br /> <br /> If you have a unit of genestealers lying around why not give them a 66% chance of living small arms fire? Want to tar pit a killer unit? Give some free Terms <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> and let them fight it out for the rest of the game. <br /> <br /> <br /> All for 15 points. Simply amazing.]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 19:48:34]]> GMT</pubDate>
				<author><![CDATA[ Clthomps]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ Clthomps<br /> <br /> Catalyst can be great but I have nothiing really worth using it on. A unit of 10 Gaunts? Not really going to effect much 10 <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> gaunts won't tarpit anything for very long whilst <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> on a T6, W6 Sv3+ monster is unlikley to help him against the fire he's likely to be receiving except Hellfire and Tau Pulse Rifles both of which are Niche enough for me to not want to spent 15 points on it in this list.<br /> <br /> I'd consider dropping Onslaught for it but I've already dropped that (a long with 1 Gaunt) to Toxic Sacs on the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Tervigons.]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 19:55:19]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ You would be surprised how good FoP on guants is.<br /> <br /> In <span class="glossaryitem" onmouseover='gp(19);'>CC</span> the average <span class="glossaryitem" onmouseover='gp(95);'>meq</span> squad gets 10 attacks, 2/3 will hit, 2/3 of those will wound. So 4 wounds total. 1/6 will save, 1/2 will <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>. So you will lose 2 Guants. <br /> <br /> Now you attack with your 10 attacks, 1/2 hit, 1/3 wound. 2 Armor saves at 3+. One <span class="glossaryitem" onmouseover='gp(119);'>SM</span> dies.<br /> <br /> You lose combat by 1 but are fearless. Take your one save and FoP. You lose less than .5 guants.<br /> <br /> <br /> Total <span class="glossaryitem" onmouseover='gp(119);'>SM</span> &lt;2.5 dead, Nids 1 <br /> <br /> Thats without a charge on either side. <br /> <br /> Now with out the 15 point catalyst you end up with<br /> <br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> 7 Guants 1<br /> <br /> <br /> As the math points out the key to <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is taking against those annoying fearless rolls.]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 20:28:29]]> GMT</pubDate>
				<author><![CDATA[ Clthomps]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ <blockquote><div><cite>FlingitNow wrote:</cite><blockquote class="uncited"><div>Suppose that a <span class="glossaryitem" onmouseover='gp(233);'>GUO</span>(160pts) has a duel with a trygon. He hit you on 3+, wound on 2+.You hit him on 4+, wound on 4+, and he has 4+ isv. </div></blockquote><br /> Firstly we're both hitting on 4s but I get a re-roll, I have 7 attacks on the charge (I'm faster and have better ranged weapons so will get the charge) at S7 so I wound on a 3+. He only has 4 attacks and just 5 wounds. I strike first and you are ignoring the 12 shots I get to take at him before charging in... Why does he wound on a 2+ he's S6?<br /> <br /> He should be 3 wounds down before he even gets his first attack assuming I have not shot at him or wounded him at all before (again I have an 18" shooting attack that is assault 12).<br /> <br /> I had forgotten about the doubles but that is why this list need so many Tervigons. They are no slower than most other things in the army and you forget the Trygons!</div></blockquote><br /> <br /> Just for clarification, <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> will do serious work on a tervigon or a trygon prime. <br /> <br /> <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> is WS6 so he will hit on 3+ and with noxious touch, wound on 2+, for both Tyrgon Primes and Tervigons.<br /> <br /> Tervigons will hit on 4+ and wound on 4+. Also, smart daemon players always give <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> defensive grenades so 3 attacks, always.<br /> <br /> Tyrgon Primes are WS5 so hit on 4+ and at S6 wound on 4+. And even with 6 attacks, <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> still has a 4+ invulnerable.<br /> <br /> If you plan to defeat daemons dont rely on your monstrous creatures to win, its the gaunts and the large numbers that will kill daemons. ]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 20:48:31]]> GMT</pubDate>
				<author><![CDATA[ mrwittwer]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ Honestly in all the 5th ed playing I have done I have not seen a single <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> played in a tourney... Ever. <br /> <br /> I don't think its worth changing the list for.]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 20:56:49]]> GMT</pubDate>
				<author><![CDATA[ Clthomps]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ No its not worth changing the list, but i have started playing daemons and they are the scariest monstrous creatures around. And i still believe that even with the new nids. And points should be made to show, your big things dont always kill their big things.<br /> <br /> Except perhaps the swarmlord... he is dangerous.]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 21:02:11]]> GMT</pubDate>
				<author><![CDATA[ mrwittwer]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ Fateweaver is the scariest <span class="glossaryitem" onmouseover='gp(93);'>MC</span> around.<br /> <br /> <br /> As for <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> I don't think he has to worry since he will have hundreds of free tarpit units around to tie him up the whole game.<br /> <br /> <br /> Here is the math for you...<br /> <br /> <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> charges a unit of 10 guants surrounding the Terv.<br /> <br /> Guants attack, 1/2 hit, 1/6 wound, 1 wound, 4+ save. <br /> <br /> .5 wounds total<br /> <br /> GUP attacks 5 attacks, 2/3 hit, 5/6 wound. 3 die. <br /> <br /> Fearless 2.5 saves, 2 more die. <br /> <br /> <br /> Yea hes a monster..... /sarcasm off<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 21:11:30]]> GMT</pubDate>
				<author><![CDATA[ Clthomps]]></author>
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				<description><![CDATA[ Clthomps:<br /> <br /> You may want to consider both Nurgle's Rot and the Aura of Decay. At least you might be able to block Nurgle's Rot using the Shadow in the Warp. The Aura of Decay will cause automatic S2 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- hits to every Tyranid model within 6", whether they're in combat or not. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 21:23:02]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ I don't have a chaos codex in reach. When does the nurgle rot go off? Once on the nurgle players turn or every player turn?<br /> <br /> If its only on the nurgle players turn then its not a huge issue.  Seeing as the nids will get the charge 90% of the time due to fleet. (I was feeling generous in the math hammer above so I gave him the charge)]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 21:29:15]]> GMT</pubDate>
				<author><![CDATA[ Clthomps]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ Its cast in the Chaos player's shooting phase. You may want to reconsider the Fleet thing because apparent its fairly restricted in the new codex as well. More to the point note that up to seven models in a Chaos Daemons list can have the Aura of Decay, three with Wings.]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 21:44:27]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ While I see that the aura can be a problem for the guants you have to remember the terv can spawn them when he wants. <br /> <br /> <br /> I would just run up to said baddy barf up a unit and have them shoot and assault right there.<br /> <br /> I assume aura of decay is a shooting attack so it can't be used in combat right?]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 21:52:41]]> GMT</pubDate>
				<author><![CDATA[ Clthomps]]></author>
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				<description><![CDATA[ That's the point both Nurgle's Rot and Aura of Decay, <i>can</i> be used in close combat!]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 21:55:54]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ well then it would be a problem for this list.<br /> <br /> Lucky for him he will never see Nurgle army with seven models running decay.]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 21:59:46]]> GMT</pubDate>
				<author><![CDATA[ Clthomps]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ Sure he will. Given that people will know that they need massive horde clearing capabilities thanks to Ork mobs, Imperial Guard platoons, and Tyranid swarms, they will be very much incentivized to bring the right tools for the job. These powers are just as effective against Space Marines and Eldar as they are against hordes because they hit automatically and can be used in close combat. Tyranid swarms will simply make the utility of such powers obvious. ]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 22:15:41]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ I can also give the guants toxin sacs by having it on a Tervigon and then that <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> doesn't look so scary...<br /> <br /> <blockquote class="uncited"><div>More to the point note that up to seven models in a Chaos Daemons list can have the Aura of Decay, three with Wings. </div></blockquote><br /> <br /> You can fit 7 such models in a 1,500 point game? What sort of size army would that be? Turning up peicemeal (as Daemons ALWAYS do) and not having much firepower are 2 things that this list would be very very fond of.<br /> <br /> With this army I can throw out 5 S5 pieplates a turn each Trygon throws out 12 S5 shots plus all the guants with their fleshborers, your land in front of me and let me shoot you before charging you army really will struggle.]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 22:46:32]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ Oh yea I forgot the tervi also gives them counter assault <span class="glossaryitem" onmouseover='gp(84);'>LOL</span>.... <br /> <br /> I agree that posion = game over, here is the new math hammer:<br /> <br /> <span class="glossaryitem" onmouseover='gp(233);'>GUO</span> charges a unit of 10 guants surrounding the Terv. <br /> <br /> Guants get 20 attacks, 1/2 hit, 1/2 wound, 10 wound, 4+ save. <br /> <br /> 5 wounds total <br /> <br /> GUP attacks 5 attacks, 2/3 hit, 5/6 wound. 3 die. <br /> <br /> GUP is fearless takes 4 saves... 2 wound, and he dies.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 22:50:27]]> GMT</pubDate>
				<author><![CDATA[ Clthomps]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ Flingitnow:<br /> <br /> That's another point about the Aura of Decay: You get to shoot with it when you land. Everything within 6" of the user gets hit automatically. It's easy enough to ensure that three or four Daemons with the Aura of Decay show up on the first turn, and then the other three or four come in where they're needed. Bringing them down in parts is only bad when you land them where they have to face the entire Tyranid army, rather than some isolated flank.<br /> <br /> Three Daemon Princes and four Heralds would be easy enough to fit into 1500pts.<br /> <br /> If you want to Great Unclean Ones and two Daemon Princes, that works too, particularly in freeing up points to add in screening units of Nurglings to surround them and screen them from Tyranid assaults. <br /> <br /> By all means shoot the Daemons. They just get to shoot first and shoot better.  ]]></description>
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				<pubDate><![CDATA[Sun, 17 Jan 2010 23:19:53]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ I don't know how a game between 2 generals of equal skill, 1 playing Nugle deamons, other playing Nid Guant spam would end. I think the nids get a very slight edge due to poison and speed, they are going to be hammering into a great unclean one from some distance out, speed bumps that will do a wound or two here or their with the adrinal sacks and poison. I don't think the shooting of nids will have much effect baring some amazing dice rolls, and 2 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with wings counter acts lack of mobility..... alright I need to find people with these 2 armies and see this, that would one way or the other, be a very interesting and fun game to play/watch<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> And with that math hammer, Does the great unlean one have <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>? Every other nurgly things tends to so I was curious, then with your mathhammer it should be draws in combat.]]></description>
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				<pubDate><![CDATA[Mon, 18 Jan 2010 00:18:45]]> GMT</pubDate>
				<author><![CDATA[ doubled]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ doubled: <br /> <br /> You play Nurgle Daemons and you don't even know the rules for a Great Unclean One? Yes, it does have Feel No Pain.<br /> <br /> More to the point, you assume players of equal skill, but you don't extend that assumption to using a skirmish screen to defend your monsters from his little critters in exactly the same way that he'd be screening his monsters?<br /> <br /> Something I was thinking about while cooking dinner was a Chaos Space Marine army with Typhus in it. He can cast Nurgle's Rot without recourse to a psychic test, and a Daemon Weapon of Nurgle hitting at I5.  <br /> <br /> Or there's Ku'gath with his AP2 Poisoned Pie-Plates, but that's moreso something to cancel any Feel No Pain that opposing forces may use to cancel his own Aura of Decay.  <br /> <br /> My point is that Nurgle forces of both Chaos armies have the capacity for mass-destruction to provide a rock to the Tyranid Tervigon-backed paper. ]]></description>
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				<pubDate><![CDATA[Mon, 18 Jan 2010 00:52:44]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ I don't play Nurgle at all Nurglitch, just wondering match ups as I do in the dark recess of my mind.....scary place lots of space for rent <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. I myself don't like the Tervigon spam lists, not enough offence even with the Trygons, and you have the 44% chance every spawn to lose that ability, It is interesting, espeically for setting up on an objective in your backfield, but anything fast, <span class="glossaryitem" onmouseover='gp(19);'>CC</span> oriented, or long range firepower will eventually kill it. Also using the couple ways to instakill the tervigon, force weapon, JWW, ect.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> As part of an army great unit, standing on it's own as a core of your army, not so much<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 18 Jan 2010 00:59:44]]> GMT</pubDate>
				<author><![CDATA[ doubled]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ doubled: <br /> <br /> You're right: I read your post as as saying "I playing Nurgle Daemons" rather than "1 playing Nurgle Daemons".<br /> <br /> Me, I'm still trying to figure out how to fit my previous army into the new Force Organization slots. ]]></description>
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				<pubDate><![CDATA[Mon, 18 Jan 2010 02:13:41]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ New <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>? Are you talking about 5th edition or am i missing something?]]></description>
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				<pubDate><![CDATA[Mon, 18 Jan 2010 05:01:05]]> GMT</pubDate>
				<author><![CDATA[ mrwittwer]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ <blockquote class="uncited"><div>That's another point about the Aura of Decay: You get to shoot with it when you land. Everything within 6" of the user gets hit automatically. It's easy enough to ensure that three or four Daemons with the Aura of Decay show up on the first turn, and then the other three or four come in where they're needed.</div></blockquote><br /> <br /> This is hugely flawed you want to try to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> within 6" of my lines? Great have fun when half you army mishaps. Not sure how you can ensure you have a screen when DSing and DSing within 6" and then DSing a screen even closer than that? Good luck I imagine I'd win without having to kill anything myself.<br /> <br /> I'd castle so all you could kill with Aura would be the replacable Termagaunts anyway. 6" shooting is not great and when everything gets hit by 70 Toxin sac Gaunts it is game over and the big beasties wouldn't even need to get stuck in...<br /> <br /> <blockquote class="uncited"><div>Bringing them down in parts is only bad when you land them where they have to face the entire Tyranid army, rather than some isolated flank.<br /> </div></blockquote><br /> <br /> Which only exists if I deploy like a moron and don't castle...<br /> <br /> You 6" shooting will mean that you will either have to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> out of shooting range or you will do as much damage to your own army as mine with your shooting. I can then shoot and assault you wounding on 4s with something in the region of 100 attacks ignoring all my monstrous creatures, of course assuming I went 2nd otherwise you are looking at 150-200 attacks depending on how many you kill hitting you in the face, plus 75-100 S4 shots at you...<br /> <br /> Not going to end well I'm afraid.]]></description>
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				<pubDate><![CDATA[Mon, 18 Jan 2010 11:24:49]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ Looks cool. Totally different to the one I just posted too. <br /> Probably 100X better too. I'll play a game later & see how it works out! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 18 Jan 2010 12:13:03]]> GMT</pubDate>
				<author><![CDATA[ Klueless]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ @ Nurglitch aha, baffled you with those tricky number things <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. <br /> <br /> @ <span class="glossaryitem" onmouseover='gp(280);'>OP</span> The armies you need to watch out for as I see it are anything fast enough to get around your guants and trygon like mech eldar, anything with a ton of heavy weapon at long range, and anything with an specialised assualt troop. Stealers, Nobz, ect will take out your Tervigons and make you take the wound on all your spawned guy.]]></description>
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				<pubDate><![CDATA[Mon, 18 Jan 2010 14:22:33]]> GMT</pubDate>
				<author><![CDATA[ doubled]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ <blockquote class="uncited"><div>@ <span class="glossaryitem" onmouseover='gp(280);'>OP</span> The armies you need to watch out for as I see it are anything fast enough to get around your guants and trygon like mech eldar, anything with a ton of heavy weapon at long range, and anything with an specialised assualt troop. Stealers, Nobz, ect will take out your Tervigons and make you take the wound on all your spawned guy.</div></blockquote><br /> <br /> Stealers and Nobz can take out the Tervigons but only if they can get at them. Which would require me being dumb (which I'm not <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">)<br /> <br /> Lots of long range firepower? Well then you ninja and come up through the Trygon holes.<br /> <br /> Fast moving stuff is the thing this army will struggle with most, I have almost nothing that can hurt an Eldar flying circus except weight of fire from Gaunts if I can get at rear armour or trying to get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. But to be honest the only thing in the 'Nid army that is any sort of threat against Wave Serpents is the Hive Guard.<br /> <br /> In my Meta game there are very few Eldar armies around, but I am definitely considering adding Hive Guard for this very reason.]]></description>
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				<pubDate><![CDATA[Mon, 18 Jan 2010 14:34:39]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ Hmm you say that know, then my battle wagon tank shocks through all of your little gaunts and I unload and assualt you, or just take a squadren of war walkers and guide them making you take a heaping tonne of saves. JWW just eats them at 24 inches away. And what exactly is going to come up through trygon holes on turn 3 at best, remember they are going to sit there and do nothing the turn they come in, and you spawned dudes are not going to be able to use them. And a trygon coming in by itself is a target, 15 lascannons, (which is in a list of a guy I play against regularly) and bring it down eat any <span class="glossaryitem" onmouseover='gp(93);'>MC</span> if it sits for a turn going grrr arg. As i said not enough tactical flexability to a fast <span class="glossaryitem" onmouseover='gp(19);'>CC</span> or heavy weapon list. Maybe you should take a Venomthrope and make sure that you make your tervigon big enough for it to hide behind to help survivability. ]]></description>
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				<pubDate><![CDATA[Mon, 18 Jan 2010 23:35:12]]> GMT</pubDate>
				<author><![CDATA[ doubled]]></author>
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				<title>1500 points Tervigon Spam list</title>
				<description><![CDATA[ Fair enough, but on the Trygon Holes you can bring up the Tervigon and it can then spawn and the spawned unit can then assault.<br /> <br /> True a Trygon by itself is basically a fire magnet and will die to any heavy weapons army (or Sternguard heavy army they have enough Dakka to stop me). You have to be careful where you <span class="glossaryitem" onmouseover='gp(471);'>DS</span> it. I'm not sure whether to go Ninja against heavy weapon armies or put the&nbsp;Trygons on to fire magnet whilst my Tervigons and Gunats advance. What do you think?<br /> <br /> I could take and Venomthrope and then add Regen onto the Tervigons for one of the Trygons but I feel 1 Trygon is not enough like most things you need 2 for redundancy. Otherwise I'm eating into my Tervigon estate which is the corner stone of the army and again I want loads because they are pretty unpredicatble with their spawning rate.]]></description>
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				<pubDate><![CDATA[Tue, 19 Jan 2010 00:07:22]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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