Post by wisdomseyes1 on Aug 13, 2012 19:18:18 GMT
Hq
Tyranid prime
- LW/BS
- Rending Claws
- Regeneration
- Toxin Sacs
= 115
Tervigon
- 2 powers
- toxin sacs
- Crushing Claws
= 225
Elite
3 Hive Guard
3 Hive Guard
3 Hive Guard
= 450
Troops
20 termagant
= 100
Tervigon
- Catalyst
- Onslaught
- Toxin Sacs
= 200
Fast Attack
20 Gargoyles
- Toxin Sacs
- Adrenal Glands
= 160
Heavy
Trygon
Tryon
Trygon
= 600
== 1750
I will FIRST address what I know is going to be a top comment. "Why don't you make the 20 man termagant squad 2 minimum squads of 10 and make the Tervigon a Troop?"
It's somewhat because the Tervigon would then become my warlord, and with either iron arm or endurance, it becomes very hard to kill and therefore denies a victory point to the opponent. Though, similar can be said about the tyranid prime in a large brood of gants. Thing is, I can't have a large brood of gants AND a Tervigon at the same time. Because the Tervigon spawns scoring units, it's not actually a huge loss to make it an HQ
Onto my other reasoning, a large brood of termagants make for a huge wound pool for the tyranid prime. It's 1 unit, so catalyst effects the entire unit all at once, rather than half of the unit. So, attach a prime and catalyst up, you have 20 cheap extra emergency wounds, (you can take most wounds against your armor and feel no pain, then regen some of them away... The gants are for when that gets risky or when there are just to many shots to deal with and risk it). At 2 units it wouldn't make as great an impact on the game. Also, it doesn't come up as much anymore, but it does still come up, 1 tough killpoint vs 2 easy.
Okay, next up we have the actual Tervigon builds. My HQ Tervigon is a Tervifex as many call it, and the reason for that is because it wants those biomancy buffs to keep itself alive. those buffs ultimately lead to a model that wants to charge across the table and smash things.
However, my Troops Tervigon isn't so mindless as to just charge enemy lines. Not to say my Tervifex is... This particular Tervigon just serves a different role. She will be sitting in middle bak field holding an objective (hopefully) spawning when needed, and using catalyst to augment my huge gants unit OR herself OR a Trygon that may need it. It also, as you may have noticed, has onslaught. Last edition I called it worthless. With pre measuring this edition, I am more able to call the chances and take the risks of my psychic power to more clearly define if the extra inches are needed. 3-4 inches off (or less) and I would likely decide I need it. The game has shifted pretty far away from assault without units that are just truly dedicated assault monstrosities, so long range combat is getting more prominent. And 2 out of the 3 deployments start us pretty far from the opponent. It might come in handy more often than 3 gants would.
No matter how many vehicles are on the table... Or if fliers are being used or not, hive guard are there and they are a great threat. Because 6 s8 shots that don't need to see the enemy and ignore most cover are lethal regardless of the opponent.
You might think "tervifexen are better than trygons, why not just run more tervifexen". The reason is because tervigons can can't beat most dedicated close combat units. Another good reason is, a Tervifex is minimum 215 (maybe more) points, and require at least another 50 points to fit the FOC. For something that is scoring and "lowers its cost by giving you free gants". I prefer the less points, more damage, fewer perks that aren't likely to come up anyway. I don't NEED more scoring. I have a minimum of 4 scoring units right now, plus more if I get big Guns (not a tactical reason, but it is a reason) and more for the number that Tervigons are capable of making (depending on the risk of my tervigons and the number of objectives actually on the table) trygons can kill volumes of models more effectively than tervigons (there is a roll to hit, even if the Tervigon has cc and warp speed and gets 8 attacks, the Trygon is better at wounding because it has more hits)
Finally, gargoyles. With the new rules for cover (area terrain and some very poorly thought out debate on intervening models focusing on a bold section in the rules and ignoring the sentence after it on purpose) gargoyles have lost a lot of their initial appeal because cover is easy to come by now. Then the change with furious charge and combat speed, the debate between hormagaunts actually holds a chance now. The consistent speed and model of the gargoyles, along with a real ability to give cover on the good chance it gets FAQ'd or people come to their senses (unlike some people suggesting ripper swarms being able to give trygons cover) make them appealing to me. It's a fast attack for scouring (again, just something) combat abilities, glancing vehicles, ext. they are just flexible.
I might start getting into tournaments again within the next few months. I know the game has evolved a bit, I know toaster zombies have a an edge in tournament play. If you know the current tournament play for certain things (toasters, puppies, Angels, dark space pirates (DE), knights) that would be great.
Are Knights still using purifiers and psyfillmen? Are dark eldar still using true born raider spam and occasionally wytch cults? Puppies still have longfangs? What's up with new toasters, I haven't had a chance to play with them, my chaos friend played a game with them an told me horror stories. Ext. I know the game will shift a bit with the rulebook FAQ coming out, but the list can and will adjust. It's not perfect. That's why I'm putting it up.
Tyranid prime
- LW/BS
- Rending Claws
- Regeneration
- Toxin Sacs
= 115
Tervigon
- 2 powers
- toxin sacs
- Crushing Claws
= 225
Elite
3 Hive Guard
3 Hive Guard
3 Hive Guard
= 450
Troops
20 termagant
= 100
Tervigon
- Catalyst
- Onslaught
- Toxin Sacs
= 200
Fast Attack
20 Gargoyles
- Toxin Sacs
- Adrenal Glands
= 160
Heavy
Trygon
Tryon
Trygon
= 600
== 1750
I will FIRST address what I know is going to be a top comment. "Why don't you make the 20 man termagant squad 2 minimum squads of 10 and make the Tervigon a Troop?"
It's somewhat because the Tervigon would then become my warlord, and with either iron arm or endurance, it becomes very hard to kill and therefore denies a victory point to the opponent. Though, similar can be said about the tyranid prime in a large brood of gants. Thing is, I can't have a large brood of gants AND a Tervigon at the same time. Because the Tervigon spawns scoring units, it's not actually a huge loss to make it an HQ
Onto my other reasoning, a large brood of termagants make for a huge wound pool for the tyranid prime. It's 1 unit, so catalyst effects the entire unit all at once, rather than half of the unit. So, attach a prime and catalyst up, you have 20 cheap extra emergency wounds, (you can take most wounds against your armor and feel no pain, then regen some of them away... The gants are for when that gets risky or when there are just to many shots to deal with and risk it). At 2 units it wouldn't make as great an impact on the game. Also, it doesn't come up as much anymore, but it does still come up, 1 tough killpoint vs 2 easy.
Okay, next up we have the actual Tervigon builds. My HQ Tervigon is a Tervifex as many call it, and the reason for that is because it wants those biomancy buffs to keep itself alive. those buffs ultimately lead to a model that wants to charge across the table and smash things.
However, my Troops Tervigon isn't so mindless as to just charge enemy lines. Not to say my Tervifex is... This particular Tervigon just serves a different role. She will be sitting in middle bak field holding an objective (hopefully) spawning when needed, and using catalyst to augment my huge gants unit OR herself OR a Trygon that may need it. It also, as you may have noticed, has onslaught. Last edition I called it worthless. With pre measuring this edition, I am more able to call the chances and take the risks of my psychic power to more clearly define if the extra inches are needed. 3-4 inches off (or less) and I would likely decide I need it. The game has shifted pretty far away from assault without units that are just truly dedicated assault monstrosities, so long range combat is getting more prominent. And 2 out of the 3 deployments start us pretty far from the opponent. It might come in handy more often than 3 gants would.
No matter how many vehicles are on the table... Or if fliers are being used or not, hive guard are there and they are a great threat. Because 6 s8 shots that don't need to see the enemy and ignore most cover are lethal regardless of the opponent.
You might think "tervifexen are better than trygons, why not just run more tervifexen". The reason is because tervigons can can't beat most dedicated close combat units. Another good reason is, a Tervifex is minimum 215 (maybe more) points, and require at least another 50 points to fit the FOC. For something that is scoring and "lowers its cost by giving you free gants". I prefer the less points, more damage, fewer perks that aren't likely to come up anyway. I don't NEED more scoring. I have a minimum of 4 scoring units right now, plus more if I get big Guns (not a tactical reason, but it is a reason) and more for the number that Tervigons are capable of making (depending on the risk of my tervigons and the number of objectives actually on the table) trygons can kill volumes of models more effectively than tervigons (there is a roll to hit, even if the Tervigon has cc and warp speed and gets 8 attacks, the Trygon is better at wounding because it has more hits)
Finally, gargoyles. With the new rules for cover (area terrain and some very poorly thought out debate on intervening models focusing on a bold section in the rules and ignoring the sentence after it on purpose) gargoyles have lost a lot of their initial appeal because cover is easy to come by now. Then the change with furious charge and combat speed, the debate between hormagaunts actually holds a chance now. The consistent speed and model of the gargoyles, along with a real ability to give cover on the good chance it gets FAQ'd or people come to their senses (unlike some people suggesting ripper swarms being able to give trygons cover) make them appealing to me. It's a fast attack for scouring (again, just something) combat abilities, glancing vehicles, ext. they are just flexible.
I might start getting into tournaments again within the next few months. I know the game has evolved a bit, I know toaster zombies have a an edge in tournament play. If you know the current tournament play for certain things (toasters, puppies, Angels, dark space pirates (DE), knights) that would be great.
Are Knights still using purifiers and psyfillmen? Are dark eldar still using true born raider spam and occasionally wytch cults? Puppies still have longfangs? What's up with new toasters, I haven't had a chance to play with them, my chaos friend played a game with them an told me horror stories. Ext. I know the game will shift a bit with the rulebook FAQ coming out, but the list can and will adjust. It's not perfect. That's why I'm putting it up.