View Full Version : Tervigon City
NeilBrimelow
02-08-2010, 12:58 AM
I'm thinking about putting together a Tervigon-Heavy army and I have a few questions.
Question 1.
What is the max number of Tervigons that can be run as troops? Is it 3, or is it 6?
3 squads of termagaunts
3 Tervigons
--------------------------------
6 Troops
Question 2
Regeneration on Tervigons (or any other six wound MC), does anyone think it's worth it?
Question 3
Do squads created by the Tervigon form separate squads, or just one big squad? Furthermore, is the Tervigon part of the squads it creates?
I.E. Let's say I have Tervigon hidden off in the corner and get lucky on each turn.
Turn 1, 9 term.
Turn 2, 7 term.
Turn 3, 10 term.
Turn 4, 11 term.
Would each squad be separate? For simplicity I say that any gaunts created by the Tervigon ALL belong to the same brood, otherwise it would quickly become a real pain in the *** keeping track of multiple gaunt broods per Tervigon, in addition to the prerequisite gaunt squads.
Question 4
Tervigon's area of effect is six inches for "all units" of termagaunts withing six inches. Does this mean if I have a brood of 30 gaunts and only one of them is in the six inches, the whole unit gets the benefit?
Thanks :)
AbusePuppy
02-08-2010, 01:53 AM
You can have potentially five Tervigons in a list (two HQ, three troops alongside the three Termagants.) I would not suggest maxing this out, as you're crippling your options otherwise. I would suggest using no more than four of your Troops slots for Tervi/Terma combos, as you want to have some space for other units, like Warriors, Genestealers and Hormagaunts, which can provide a strong CC element to the force. (Adrenal/Toxin on the Tervis is nice, but not sufficient in my opinion.) You will also need to dedicate your Elites slots to AT, as Termagants just can't do the job on their own. Using an HQ slot for a support Tyrant is also a possibility- Paroxysm makes Termagants much more dangerous in CC, as does Old Adversary, and Hive Commander gives you tactical flexibility and opens up possibilities of Mycetic Spore Gaunts with Devourers making things difficult for the enemy.
Broods formed by a Tervigon each turn are separate units, no matter the size. You might consider having a number of different-colored rims painted on your Termagants to help distinguish squads, or different color schemes/carapace patterns. In most cases you should be moving the squads around anyways, so simply keeping them a reasonable difference from each other makes it a non-issue.
Distance to a unit is always measured to the closest member of that unit. It's a common trick to "string" a large unit a ways backward so that one or the members remains in the area of some sort of effect (like the Tervigon's auras, or a Big mek's KFF, etc.)
BuFFo
02-08-2010, 04:32 AM
What is the max number of Tervigons that can be run as troops? Is it 3, or is it 6?
Three.
Regeneration on Tervigons (or any other six wound MC), does anyone think it's worth it?
Maybe.
Do squads created by the Tervigon form separate squads, or just one big squad? Furthermore, is the Tervigon part of the squads it creates?
Separate Squads and No.
Tervigon's area of effect is six inches for "all units" of termagaunts withing six inches. Does this mean if I have a brood of 30 gaunts and only one of them is in the six inches, the whole unit gets the benefit?
Yes. Whenever a unit needs to be within a certain distance for something in 40k, the effect only cares if models are within the distance, not the whole unit.
Tacoo
02-13-2010, 06:55 PM
I have a question involving the tervigon. Lets say that i have a tervigon with adrenal glands, and a squad of termagaunts assault but leave the 6 inch range. would they keep the furious charge since they started a charge in range, or would they loose it once they hit melee?
HsojVvad
02-13-2010, 07:18 PM
I have a question involving the tervigon. Lets say that i have a tervigon with adrenal glands, and a squad of termagaunts assault but leave the 6 inch range. would they keep the furious charge since they started a charge in range, or would they loose it once they hit melee?
I could be wrong here, but once they started the turn within 6" they get all the benifits granted. The next turn they loose what ever benifits, and if the brood is not within 6" of another synapse creature, it will have to Lurk at the begining of the next turn.
*edit* yes I was wrong. I don't know what I was thinking of.
BuFFo
02-13-2010, 11:11 PM
I have a question involving the tervigon. Lets say that i have a tervigon with adrenal glands, and a squad of termagaunts assault but leave the 6 inch range. would they keep the furious charge since they started a charge in range, or would they loose it once they hit melee?
Once a unit of termigaunts leave 6", they loose any bonuses.
vharing
02-13-2010, 11:29 PM
I would have to agree with BuFFo, the rules state that the gaunts have to be within 6" of the Tervigon to benefit from the rules.
Lerra
02-14-2010, 12:38 AM
RAW is unclear imo. Personally, I'd say that if they have furious charge at the beginning of the assault phase, they keep it after the charge. It doesn't make a lot of sense to get less angry half-way through the charge. Similarly, if a Tervigon and a termagant squad are charging the same target from different sides, it doesn't make a lot of sense for the termagants to benefit from furious charge when they were under IB at the beginning of the turn and out of range when they started to charge.
BuFFo
02-14-2010, 02:19 PM
RAW is unclear imo.
In your example, the unit of Termigaunts would have FC when they charge a unit, so they would get the bonus even after they are out of range, because the bonus was given WHEN the Termigaunts originally charged, and were within the 6" bubble.
If the Tervigon and Termigaunts were out of range of each other when the Charge is declared, then no, the Termigaunts would not get any bonus from FC.
FC is activated when you declare your charge.
RAW seems quite clear to me.
HsojVvad
02-17-2010, 10:16 AM
Once a unit of termigaunts leave 6", they loose any bonuses.
Doh, I have missed that. Thanks for the reminder. I was thinking of something else.
So just to make shure I am not thinking of something else. So I am within 6" of the tevrigon and I get the bonus, but if I assault, and now I am out of the 6" zone, I loose the bonus now correct?
MVBrandt
02-17-2010, 11:02 AM
Correct, but for a good player once you are used to it, it is not hard at all to keep them w/in 6" by just stringing your gaunt squads out properly, or better positioning your Tervigons.
Also, contrary to the original post, I would strongly disagree w/ the notion that Termagants properly used w/ Tervigon support can't basically tackle what Warriors or Genestealers can. While you can't get rending, free dudes with S4 I5 on the charge, poisoned attacks and LD10 counter-attack to boot are going to be able to deal with any kind of non-vehicle CC requirement, an opinion based off experience as much as practical math.
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