Termagaunt

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A Termagaunt is the lowest Tyranid creature, disregarding Rippers. A Termagaunt requires numbers to be even borderline effective. A Termagaunt is nothing remarkable; it is simply a creature that exists to be killed. One saying I have heard before is "If your Termagaunts aren't dying, you're not playing Nids right". This is true. Generally, Termagaunts are only considered a threat to Guards and Orks. To MEQs they aren't even worth the time it takes to roll a dice to confirm their death. Termagaunts on their own are not very good: making them so requires a unit of 30 (imagine them not so much as meat-shields but a meat wave).

In the fluff, a Termagant is a creature bred to drown opponents in bodies, or die as they used all their ammo not trying to die by drowning in bodies. They don't even have digestive tracts. A single Termagaunt is a cunning creature that will circle a foe, rather than a Hormagaunt's reckless headlong charge or Gargoyles' on/off attacks. Termagaunts will exploit weaknesses of any sort, and are canny in the regard as when to attack. Isolated from the Hive mind however they will flee, their instinct for self-preservation kicking in. Thus, years after a Tyranid invasion, Termagaunts are still found in caves, thick bushes, sewers, underground car-parks, tunnels, your attic, deserted warehouses, factory basements, your grandparents basement, your basement and the like. Where's that noise coming from? Which of course makes you wonder how they live that long without a digestive tract. Termagaunts also instinctively attack any enemy that threaten Tyranid Warriors, the front-line synapse creatures of a Tyranid swarm. This would be somewhat common as lesser Tyranid creatures are commonly sacrificed as fodder for the preservation of the swarm, if it were not for a certain entry in their 5th edition codex that explains this behavior as a "deeper mystery". It has been speculated that this is an attempt for the termagaunt to get the warrior to notice him.

Using them

Termagaunts are cheap. Real cheap. As in "It'll take you half the game to justify the points shooting that special weapon at them" cheap (6th is out, they're even cheaper). They also die fast. Faster than even Eldar or Guardsmen. As such, take them in numbers. Though you can take them in groups of 10 to 30 you will find the smaller broods thinned out worryingly fast. This is in fact preferable to not having them shot because this means your other units are not being shot at. But there's a few tricks to using them.

First off, the Tervigon. Fielding Termagaunts makes them Troop choices (and they can secure objectives, which is good considering their toughness). They can also give your Termagaunts Feel No Pain (which is a good thing!) and make broods of 3d6 size for free. This means that you can drown your enemies in Termagaunts, who if needed can drag down surprisingly large things if they have to.

Secondly, the Deep Strike. The Gaunts can do this via Trygon tunnel. The issue with this is that they might just come on in the same turn as the Trygon and have to walk on from your table edge... and potentially run right back off again next turn if you don't get some Synapse to them that turn.

Dakkagaunts

The Termagaunts have access to a number of weapons to slighly change their working on the battlefield.

The standard weapon is the Fleshborer, a weapon with decent firepower that can take down GEQs quite easily. It comes cheap, packs a punch and is iconic for the Termagaunts, making it a must-have for them.

Spinefists lack the punch that Fleshborers have, but due to the sheer volume of fire they put out they count as Twin-Linked. Mathematically they're a tiny (really tiny) bit better against T3, and a fair bit better against T6+ as you're wounding on 6s either way so the TL means you'll do more. Fleshborers are the same against T4, better against T5, and can glance AV10, so are probably a better option overall.

Devourers are very expensive to upgrade to, but they are very powerful. They pack a strong punch and are Assault 3, making or a maximum of 90 shots for a 30 strong brood. Situational, but they make it more painful to lose them and as such are worse fire magnets. In the new rules you can mix weapons in the brood, so it may be a good idea to give a few of them Devourers and shield them with Fleshborer/Spike Rifle (for the same range as the Devourers) guys.

The Spike Rifle trades strength and penetration in favor of range: not a very good trade since this turns them into single-shot Lasguns with 18" range. Skip it unless you want a mixed Devourer brood and you want the others to be able to fire at the same range.

The Strangleweb is a S2 Pinning template weapon, the idea being that you only need to cause one wound to cause a Pinning test so it might pin low T, low Ld targets such as Guard and Tau. By that point, however, you're probably about to assault them, so Pinning them is a bit pointless. Not really worth bothering with.

TL;DR 100 Gaunts on the field to shoot down, 100 Gaunts on the field, you shoot just one, then reload your gun, 99 Gaunts still alive to shoot dow- URK

Maximum Overspam

Yes, it is actually possible, it just takes numbers. Fill all your Troop choices with 30 Termagaunts. Now give them all Devourers. That totals to 540 attacks, averaging 135 wounds on T4 models and 90 wounds on T5 models. What can survive taking 135 saves? If you want to add more dice drowning, take 9 Carnifexes with two sets of twin linked Devourers with Brainleech Worms. That's another 12 attacks per model. That equals 36 per brood. And 108 in total. That's 576 all up. Then take 9 Zoanthropes for Synapse coverage. Then take 90 Gargoyles, two winged Hive Tyrants with twin linked Devourers and watch as you cannot fit all the dice on the board. 690 dice.

If you don't do this or something like this, use them for cheap ass canon fodder. Note that in any game with a points limit high enough to do this you'll get double FOC anyway. And remember to take Tervigons to smash metal bawkses and throw around more Synapse and powers and shit out free Gaunts. Six Tervigons doing this averages out to fifty four new Gaunts each turn until you start rolling doubles. And if you want more dakka, put spines on the Tervis and crushing claws for melee (plus one miasma cannon). Remember to take four Flyrants and give them all maximum Tyrant Guard (technically they don't need to follow the tyrant around) for twelve mini monstrous creatures.

This means you'll have nearly six hundred models on the table with more coming. And because you'll only ever see this in just for fun no points limit games you may as well just buy all the upgrades for everything for the lulz. Yes, aaaaaaaall the upgrades.

Only problem is that your opponent will probably see this coming and take all of the templates. Still, they can only cover so much.


Tyrannic Bio-Organisms
Leader Organisms: Broodlord - Hive Tyrant - Swarmlord - Tyranid Warrior
Small Creatures: Gargoyle - Genestealer - Hormagaunt - Ripper - Termagant
Medium Size
Creatures:
Biovore - Hive Guard - Lictor - Neurothrope - Pyrovore
Ravener - Tyrant Guard - Venomthrope - Zoanthrope
Monstrous Creatures: Carnifex - Dimachaeron - Exocrine - Haruspex - Malanthrope
Maleceptor - Mawloc - Tervigon - Toxicrene - Trygon - Tyrannofex
Gargantuan Creatures: Cerebore - Dactylis - Hierodule - Malefactor - Nautiloid - Viragon
Flying Creatures: Harpy - Harridan - Hive Crone
Spaceborne Creatures: Ether-Swimming Brood
Bio-Titans: Dominatrix - Hierophant - Hydraphant - Viciator
Other Organisms: Bio-Weapons - Cortex Leech - Mieotic Spore - Mucolid Spore
Mycetic Spore - Spore Mine - Sporocyst - Tyrannocyte - Zoats
Auxiliaries: Genestealer Cult