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The Armies of 40k => Tyranids => Topic started by: shaten on December 5, 2012, 12:16:29 PM

Title: termagaunt thoughts
Post by: shaten on December 5, 2012, 12:16:29 PM
So i have been cleaning up sone old termagaunt units, rebasing, touch ups, filling out the units and started ti have thoughts on the humble gaunt and thought i would share. And the tyranid forum has been dead for a while. . .

So I see my strangle webs and thing with the new flamer rules with overwatch this could be useful again. Nope.
- usually needs a 5 or 6 to wound.
- no ap
- pinning cant effect a charge (the real killer)

So i decided to take tbe devourer gaunts out for a spin.
- mehh expesive for the weapon
- still cant kill anything
- need a perfered enemy bubble to worth it.

So then i have a tournament comming up and i cant use my chapter house tervigons. GW only models. So i asked myself how many gaunts to replace a tervigon. At 2000 points dual force org i figure 2 squads of 15 are a decent replacement. I miss the toxin sacs, ld 10/counter attack and fnp power but i have a lot of bodies on the table and makes filling up the deployment zone eady.

O well misc thoughts.
Title: Re: termagaunt thoughts
Post by: Master Bio-Titan BT on December 7, 2012, 10:42:30 AM
Strangle Webs are still very useless, on top of that, I think with our newest edition of rules decreased the effectiveness of flamers or rather that you cause casualties to the nearest models potentially making you out of assault range even more than before.  Torrent flamers are the way to go now.

Don't discount the Devil Gants just yet!  If you haven't been using a Spore to drop them into a great position then you need to try that!  IIRC, a 20 bug squad of Devil Gants will cause 5 MEq models to drop!  Also make sure you are dropping/disembarking them into cover!  Get a Tervigon up to them asap for the benefits of FNP and you have one resilient firing unit!  With the new rule book shooting has become much more viable, time to join the ranks!  I play two 20 bug devilgants in a spore to pay for my two compulsory restrictions for Troop Tervigons x2.  If your lucky to get both DevilGants on the table on the same turn, deepstrike them near each other and concentrate fire on a single threatening or objective holding enemy unit and watch how the high amount of numbers drops models!  It's awesome!
Title: Re: termagaunt thoughts
Post by: Travellar on December 7, 2012, 02:41:19 PM
The most important thing to remember about Termagants is that their role is to throw the enemy battleplan into complete disarray, or at least to allow you to cause them endless headaches. (only two or three left in that brood? time to grab an objective!)

Termagants really shine with Tervigon support, so if you're out those they'll be annoying people with one claw tied behind thier backs.