dex
neophyte
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Posts: 739
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Post by dex on Nov 12, 2014 12:35:45 GMT -6
are tervigons not that good anymore?
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Post by Nick P on Nov 12, 2014 12:51:04 GMT -6
They're certainly more expensive than they used to be, along with having a higher Termagant Tax, and with being even more devestating to nearby termagants when/if they die...but its still a T6 W6 3+ Troop choice that spawns troop choices, so its still worth while to take at least one along for the ride.
Gone are the days of 2 HQ tervigons, min termagant troops + 3 troop tervigons...but taking 30 termagants, 15 fleshborer/15 devourer, and a tervigon with electroshock grubs are solid troop choices. An ob-sec blob of 30 wounds that can dish out 45 S4 shots at 18" and 60 S4 shots at 12" is nothing to laugh at, and a T6 W6 monstrous creature in cover on an objective, spawning more gants each turn is super useful.
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Post by jefferestinpeace on Nov 12, 2014 12:52:49 GMT -6
Spawning Termagants is always good, but they're not auto-includes any more. There's just more killy stuff out there and since everything scores now, having those Termagants isn't totally essential anymore.
One in a pod might be a lot of fun with the new spores now and making it Objective Secured with the 30-gant tax does have its uses. Depends on what you want to do; they can be awesome for backfield control, but can get expensive quickly.
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Post by Joelercoaster on Nov 12, 2014 17:20:52 GMT -6
Not nearly as good, no, but I still almost always include one in my lists.
I generally like having a full brood of termagants (with Devourers mixed in) so the "tax" is hardly a tax for me personally. I actually fully agree with the design decision to require a full brood of Gaunts to unlock the Tervi as a troop.
So, things of note.
For 220, you get a W6 MC, with E-Grubs and Crushing Claws, making it a legitimate threat against vehiculars (plus 4 S5 AP4 and a S5 flamer vs troops ain't too shabby). Its combat isn't anything to write home about, other than being a bloated sac of tough wounds... so if you can keep it away from the relatively few units that can lash out and make mincemeat pie out of a biggun like that, it's a solid unit.
Fun fact, you can use the spawning tactically to create buffer-shields of expendable bodies to block charges and otherwise screw with your opponent. I do kind of still wish it counted as 'open-topped', in that you could charge after spawning, but... shrugs, I guess. You can still call in a line of defense when you need it, and that's pretty huge.
Fun fact the second, the death knell is resolved as as a shooting attack... meaning that if your gaunts are out of LoS, they can't be hit by it. Also, all you have to do is keep 1-2 within synapse range, and those are the only ones that can die (can't "shoot" beyond the 12"). So there are definitely ways to minimize the risk.
Also, counter attack no longer requires a Ld test, so any gribblies nearby will just get the bonus. Doubling your attacks to receive the charge is never a bad thing.
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dex
neophyte
STATUS
Posts: 739
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Post by dex on Nov 16, 2014 16:13:37 GMT -6
Nice thank you all For the asvice
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