Tuesday, September 6, 2011

All hail the mighty Devourgant shooting

In yesterday's post I described a Termigant Deathstar build that has serious potential to crush opponents in close combat.  It's a proven build that is effective vrs 80% of potential opponents.  The most obvious weakness it suffers from is it's dependance on the Hive Tyrant and the Tervigon.  Without those 2 models acting in support the Deathstar combo looses much of it's effectiveness.  They fall from being a close combat killing machine to a somewhat hazardous speedbump.
So how do you include a bit of insurance in this build that allows it a bit of flexibility on the battlefield?  One way is to equip one brood of Termigants with the Devourer.  It's a major point investment that doubles the cost of the model, your 5 point Termigant is now a 10 point Devourgant.  What you get for those 5 points is an extra 2 shots and 6 inches of additional range.

While nobody argues that the extra 2 shots aren't good the additional 6 inches of range forces a full change in tactics.  The Termagant horde tactics changes from a shooty/close combat combo to a shooty centric brood.  It has now become critical to keep the Devourgants out of close combat.  Toughness 3 with a 6+ save is far too weak to survive close combat especially in a 10 point model.
So why would you use this model with it's extra range and shots;

  • A big brood of 30 models has 90 strength 4 shots.  Most opponents are freaked out by that much firepower.  This brood should stack an average of 22 wounds on a squad of Marines ensuring that every model will be forced to roll a save.  
  • The extra 6 inches of range allows you to keep shooting at maximum effect while staying out of your opponents rapid fire range.  If forced to function without cover and within flamer/rapid fire range a brood of Termigants will suffer an average of 11 wounds to a basic squad of Marines.  Staying out of flamer/rapid fire range brings that number down to 4 to 5 wounds.  If you can use the extra range to get them into cover you're down to loosing an average of just 2 models.  
  • That extra 6 inches of range gives Devourgants a chance to keep shooting even if they can't move while under the effect of the rule Instinctive Behavior-Lurk.  
  • You can have multiple ranks of shooters target the same unit.  
  • This brood isn't dependent upon 2 other models to be effective.
To incorporate this brood in the same list I posted yesterday I would swap out 2 of the 30 model Termagant broods for 2 broods of 15 Devourgants and deploy them behind the larger Termagant broods.  As a smaller brood of models they appear less intimidating and therefore are less likely to be targeted.  In addition they are easier to hide in cover.  They are then positioned as shooting backup to ensure that if the Hive Tyrant and/or Tervigon falls even a weakened Termagant brood will be able to maintain the kill ratio they need.
It is possible to build a list centered around the Devourgants anti-infantry shooting ability.  Since they can't take out anything except the most basic AV10 mech units they absolutely must be backed up with effective high strength shooting broods.  Fill your Elite slots with Hive Guard and Zoanthropes to crack the cans open.  Close combat duties can be filled with Tyranid Warriors with Boneswords.  The Warriors can also provide additional anti-mech shooting with Venom Cannons and Deathspitters.

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