Showing posts with label tyranids. Show all posts
Showing posts with label tyranids. Show all posts

Monday, 6 February 2012

Termagants and their uses

As I'm spending so many hours painting them I thought I'd indulge in a post about the uses of the humble Termagant.  That said this isn't a codex review or full review of the unit and their options (there are many fine ones about such as here) but rather a discussion piece on how I use them and their role in my force.

Termagants are cheap, at 5 points a model a sizeable unit can weigh in at around 100pts.  That said they are also one of the worst units in the game (in their basic form).  No real armour, a stat line that defines the average (in an imperial guard barracks anyway) and a bolt pistol.  Thrown in their lacklustre leadership and special rule that means they'll sit and drool unless watched over by a synapse and they really aren't anything to write home about.

The key there though is 'watched over by a synapse'.  Once within 12" they gain fearless and their main role in my force comes out.  They are an excellent charge blocker, able to soak up a good 8 wounds before having to worry and sure they aren't likely to cause much damage back (more on this later) but they'll stick around and hold the opponent in close combat for a devastating counter charge.  As units locked in close combat don't gain benefits of cover when subsequently assaulted this can be a useful way of shielding a valuable unit and then 'revealing it' as the termagants start to die ready for a counter charge.

But who says termagants can't cause damage?  The real strength of the termagants is their ability to allow a tervigon to slip into the troop choice.  Suddenly all of a termagants drawbacks melt away whilst this MC sits within 6".  With counterattack and toxin sacs the termagant can suddenly hope to not only tar pit but cause some damage to an assaulting unit, just make sure its within 6" AFTER combat moves.

To guarantee this deploy the termagant blob (about 12-15 models) where you want them.  Then form a conga coherency line back and even behind the tervigon.  If the unit is assaulted and pulled forward 6" then the rear elements of the line should still be within the crucial 6" to confer the goodies to the tervigon.  Looks like the tervigon might go down this shooting phase?  If possible remove the conga line and cut the 6" link to save some models for when it finally bites it.

Able to generate troops choices and sit happily outside of combat feeding I5, Str4 poisoned termagants into an ongoing fight makes the termagant/tervigon relationship one of the standout features of the current Nids dex.  It won't suit every force and due to the points cost will define a great deal about how the army will function but for the commander after a scuttling swarm Nids army, its perfect. 

That said a danger is relying too heavily on the trick.  Termagants and tervigons are ways of turning a poor unit into a mediocre unit but one highly dependent on a model that can be brought down in a single turn of focused fire.  More of a good thing is not necessarily better.  100 rubbish troops on the field isn't going to get you much further than 60 rubbish troops and their role as a delay and block doesn't work if you have nothing hard hitting to take advantage of the gap.

Sunday, 30 October 2011

Tervigon

As promised, more pics of the Tervigon with a quick description of how I modeled it.

Main body is a carnifex with the spine banks carapace option.  The fore limbs are the large cything talons from the monstrous creature frame.  These go straight into the arm slots and just need to be trimmed so they can angle downwards.  I aimed to have the tervigon supported by about 2 of these fore limbs and proped it up on dice as the limbs dried in place.

The rear limbs were a little harder.  As there isn't a slot for them I used green stuff to build up a small lump around the middle leg.  Then pushed the smaller of the monstrous creature talons into the green stuff (I used the talons on the wrong side they appear to face backwards).  I then withdrew the talon and let it all dry.  A good tip with green stuff is giving it about 30 minute from when you first mix to when you start sculpting and using as much water as possible on your modeling tool.  then when set I glued the talon into the ocket and added a tiny amount more green stuff to smoth the join.

The underside was green stuff again applied thickly.  I kept it below the ribcage but actually when I do this again I might fill the whole lower half.  Pay especial attention where the tail meets the body as this is a good site to build up and add bulk.  Then I just pressed some cut up rippers into the stuff and added a small wodden bead as an egg.  When it had dried another thin layer created strands the rippers are fighting through and layers resembling sacs.

I knew I wanted the model to be imposing and a centre piece so I elected to use a large oval base.  There isn't an official miniature yet so this is probably fine but if unsure run it by the events team at your competition first.  A few cut up termagants and another ripper completed the base (as well as static grass, my new obsession).

I've explained my painting before in a previous post if interested.  Only other thing was to place on the base, I had a talon coming off to give it a sense of menace as it advances and cut some of the talons 1) to create a stronger join to the base and 2) so it appears to be sinking into the ground (I'd love to see this thing walk through mud).  When flocking the base its a good oportunity to add extra strength to the joins.  its a big model for just 3 or 4 points of contact so build up PVA or hobby tack around the limb to add a little extra strength.

Hope you enjoy and this has given you some ideas!






Thursday, 27 October 2011

Tervigon and Nids

A few pics of new additions to my Nids collection.

A Tervigon assembled from a carnifex repositioned onto the larger MC scything talons and an additional set replacing the legs.  The underside has been built up with green stuff and bits to show the nascent Termagants.

Termagants also new additions (all my old ones have spine fists.

The carapace is done by stipling mecrite red then gore red then blood red.  stipple a small amount of black then back to blood red.  edges are built up by drybrushing deneb stone then washing with kommando khaki.  finally skull white to highlight.  on the termagants the skin is just black but on the fex its codex grey with succesive washes of black before highlighting fortress grey.

Termagants are painted to be fast with the carapace ardcoated to give it the shine.  Seen individually they aren't great but as a mass they blend together nicely whilst being slightly unique each due to the patterning of the shell.

Let me know what you think.
Good old gribblies


Quick but it shows
en-mass not too bad