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Post by killme304 on Jul 9, 2012 19:26:51 GMT
We all know the Tervigon is kicking more ass in 6th than he was in 5th (and he was quite good in 5th imo).
However with some rule changes, we will probably have to kit out the Tervigon differently. I'd like the hives take on upgrades.
Starting with the free stuff, Cluster Spines vs Stinger Salvo: Before, it was fairly clear we should always take Cluster Spines. A big ol' pie-plate can wreck a squad more regularly than just 4 shots. Now days, we get fancy toys like Overwatch, which don't allow said pie-plates, as well as flyers.
My personal opinion is to take the Salvo now for the above reasons. I'm not claiming that Stingers can out preform Spines when used against infantry, but having a way to potentially deny a charge on your Tervigon, and a (less than optimal) way to aid in AA, the rest of the army is so good at anti-infantry we can afford to do it.
AG + TS: I'm still a fan of taking both on a Tervigon. Before I would feel lame when I charged with my Tervigon, because it wounded on a 4+ instead of a 2+. New poison takes away all that feel bad, and makes it more badass. AG is more for the gaunts, but S6 hits on the charge also makes it so that you don't need to take the -1 attack on Smash to ID GEQ (especially DE, with all the FNP they get).
Scything Talons vs Crushing Claws vs Nothing!: Before, AG gave us +1 to I, and that was more than enough for me to not pay extra points on claws, since we could then strike before the powerfist. Now, we are locked at I1 anyway, so +d3 attacks is quite awesome. Better yet, they give us more attacks AFTER we halve our attacks on smash, meaning we only take -1 attack total then add d3. This can let your Tervigon put a serious hurt on a tank/building.
I only ever took Scything Talons when I had too few points to do anything else in my list, now Tervigons I run will nearly always have Crushing Claws.
Powers: I will take all the powers I can get on my Tervigon, if only to avoid rolling something lame on the psychic tables when I'm rolling Biomancy (or TK if I need to get Mechanicum to deal with flyers).
The other upgrades: None of the other upgrades a Tervigon can take seem to have gotten better or worse in 6th, so I'll leave them be.
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Post by gloomfang on Jul 9, 2012 19:43:03 GMT
I am taking stinger, crushing claws, TS and AG and all 3 powers. Not taking any of the other biomorphs becasue I never really used them before. Not sure if regen is worth it or not, but I should look at it more.
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Post by nurglitch on Jul 9, 2012 19:43:08 GMT
Stinger Salvos were always better against mechanized opponents, if only to suppress enemy vehicles. Likewise I1+1 has always sucked against the sorts of things that could harm Tervigons. Cluster Spines will definitely be better against Infantry, as they always were, but Stinger Salvos gain in terms of Overwatch and Snap Fire against flyers. The Scything Talons are pretty good thanks to Smash, mainly because they'll enable you to re-roll half of your misses against moving vehicles with A2+1 S10 AP2 attacks. I've enjoyed using Scything Talons on my Hive Tyrants, and the opportunity of the same effect using Tervigons is appreciated. Just don't forget the Hammer of Wrath.
I think it's moreso something to think about the upgrades like Implant Attack to deny Feel No Pain (and to killl more stuff), Acid Blood to deter attack, Toxic Miasma to help chew through hordes, and Regeneration in combination with Acid Blood to make the Tervigon a daunting prospect.
It's also something to think about how the Tervigon Psychic Powers other than Catalyst perhaps become more useful. Onslaught needs clarification, but Dominion will let you play with the important Synapse, the playing of which I've taken to calling the "synaptic gap".
Basically the notion is that you put your hordes of little bugs out there and Fearless thanks to the 18" Synapse that Dominion confers, and then let it lapse next turn so that they can fail their Leadership tests for Instinctive Behaviour: Feed. Hormagaunts and Rippers with 4 and 6 attacks on the charge, with Rippers still Fearless and ignoring difficult terrain, means that they'll be great for locking down enemy units for mop-up by stuff like the Tervigon itself.
Of course, you can't bounce Hormagaunts back into combat after they Fall back into Synapse anymore, but Overwatch won't make them take a morale test or pinning check, and four attacks per model with no gun to lose means they'll hit like a ton of pointy bricks.
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Post by Inquisitor Stingray on Jul 9, 2012 19:56:24 GMT
Likewise I1+1 has always sucked against the sorts of things that could harm Tervigons. Striking before Powerfists is never a bad thing.
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Post by killme304 on Jul 9, 2012 20:55:45 GMT
Implant Attack is so random though. With S6 from AG we auto-gib T3, and Smash lets us gib T5. Implant attack would only be useful against other MCs, something I wouldn't normally throw a Tervigon at without backup.
Acid blood got nerfed since you can't get super over killed like you could before. Your looking at 6 extra chances to wound. And that assumes all of them come from CC.
Miasma might be worth considering against orks, DE, and other nids, if I wasn't so sure they could kill my Tervigon in a single round of combat. Vs IG blobs, I'd laugh hard. The Character status on a Tervigon also means that they can just challenge you and *blam* Miasma is useless.
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Post by guns on Jul 9, 2012 21:15:47 GMT
Another little bonus of Stinger Salvo is the ability to make Precision Shots and possibly knock off a sergeant or a special weapon.
Personally, I've always loved Regen on a Tervigon, even when it was out of fashion in 5th edition. I only play at private tables with friends, and have never had to deal with a bare, coverless tourney board, and I can't remember ever losing the T-gon to a single shooting phase and being denied a shot a regenerating. With the Night Fight protection we'll often have even more time to regen a couple of wounds, and if you combine regen with Endurance you'll have some pretty disgusting wound healing potential.
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Post by coredump on Jul 9, 2012 21:22:58 GMT
I am now looking at the Tervi as a CC monster. So Stinger Salvo lets me shoot and assault, without having to worry about the blast coming back on me.
Implant only helps against T6 models with no EW; since I will be using Smash Attack all the time.
I will start by taking 1 power, thus getting two biomancy rolls. IF that doesn't work well, I will start taking a second power for a third roll.
I may or may not take AG, depending on how often it seems useful for nearby gaunts. Will take TS. When you have an S10 AP2 attack, every failed wound is a big deal.
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Post by reallysorry on Jul 9, 2012 21:53:47 GMT
Obviously TS is a must and AG is always welcome for the newborns. I really like Smashing with Crushing Claws it has worked for me well so i'm always adding Claws to my Tervigons. Now about the powers i run 2 tyrants, 2-3 zoanthropes and a DoM so i'm only taking FnP with my Tervigons since it seems like a solid choice with no rolls required.
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Post by N.I.B. on Jul 9, 2012 22:02:25 GMT
Depends on the list in question and what role the Tervigons will play. But in general I will make more lists with CC Tervigons, as they now are viable. AG, TS, Crushing Claws and 3 Biomancy powers, plus Cluster Spines.
I wouldn't take Stinger Salvo unless I had a build were I could count on having PE on the Tervigons, too much of a loss compared to the buffed Cluster Spines (full strength against vehicles all the time) and 4 Overwatch shots feels like a gimmick. The units that wants to charge a CC Tervigon will probably not care. Plus I don't count on having much trouble with Flyer spam in the coming months, and by the time everyone have built and painted their Flyers, GW will have released counter upgrades/units (BUY THEM NOW!).
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Post by Illithid on Jul 9, 2012 22:03:39 GMT
I will start by taking 1 power, thus getting two biomancy rolls. IF that doesn't work well, I will start taking a second power for a third roll. This is most likely a stupid question,. but why are you getting two rolls for giving up one power? I still havent got my head around the whole psyker thing
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Post by halos on Jul 9, 2012 22:11:25 GMT
I will start by taking 1 power, thus getting two biomancy rolls. IF that doesn't work well, I will start taking a second power for a third roll. This is most likely a stupid question,. but why are you getting two rolls for giving up one power? I still havent got my head around the whole psyker thing He means taking one of the optional powers; Tervigons already have one power for free (Dominion) giving them one roll on the table, by buying one of the extra powers you get a second shot at it.
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Post by Bot on Jul 9, 2012 22:30:55 GMT
I've been using this build for my Tervigons the last couple of games I've had (6th ed of course). CC, AG, TS, Onslaught, Catalyst, Cluster spines. To me, Stinger salvo still just aren't the deal. Role a 6 on 4D6, then you'll have to wound and after that, you'll have to go through the armour save... That just ain't gonna cut it. CC are great. First of all, we are I1 anyway, so the penalty for using them aren't that great. Combined with the Warp Speed Ability (Which it has 1/2 chance of getting) it can reach up to a Total of 10 Attacks on the Charge. That's 5 Attacks with a Smash on a vehicle. TS are mostly for the Termagants and so are the AG. But as mentioned already, Re-rolling to wound ain't bad either.
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Post by Davor on Jul 9, 2012 22:33:57 GMT
So how are you guys using Onlsaught in 6th editon. I am not talking about Assaulting after running, but when are you Firing? Before running or after running or can you choose now in 5th?
Never used Onlsaught so not sure how it worked in 5th.
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Post by Bot on Jul 9, 2012 22:40:51 GMT
Onslaught is a psychic shooting attack, so it is used in the shooting phase.
[Edit]
I'm a little tired, I see what you mean now. 2 secs...
[2nd edit]
Just as in 5th edition: You run and then you shoot.
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Post by Davor on Jul 9, 2012 23:09:47 GMT
Thanks, why I thought that part was changed, I am not sure. So what do you use them on? Raveners, Gaunts? Currious since I never used it, maybe I want to try it out for something I never done before.
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