View Full Version : Poison Sacs on a Trygon?
Vash108
31st January 2010, 01:49
Wanted to get some opinions on what types of situations you would want to have poison sacs on your Trygon?
Still new to the game so I may need something spelled out, but I am not sure if they would be worth it? Are would I mainly want to use these if I want to put him up against larger units?
Ron
31st January 2010, 02:51
When it is attacking anything with T6 or more. So unless you play against alot of other tyranids or Wraithwing eldar, leave toxin sacs on the little guys.
The_Peacemaker
31st January 2010, 05:39
Eldar wraithlord is toughness 8.
Dark Eldar Talos is toughness 7.
Those are the only times toxin sacs will be useful.
Or against any kind of special rule that modifies strength, such as the old Commissar Yarrik rule reduced the strength of attacks on him.
Angelofblades
31st January 2010, 06:05
Well...Also against Daemons as well as other Tyranid armies.
Vash108
31st January 2010, 15:27
Thanks guys
The_Peacemaker
1st February 2010, 05:49
Well...Also against Daemons as well as other Tyranid armies.
Tyranids max toughness is 6.
Never read or played against Daemons, do they have anything higher than toughness 6 or a funky rule?
Ron
1st February 2010, 05:55
Well...Also against Daemons as well as other Tyranid armies.
Tyranids max toughness is 6.
At which point the trygon re-rolls that 4 to wound it would have needed anyway. Win.
Never read or played against Daemons, do they have anything higher than toughness 6 or a funky rule?
Pretty much just the Greater Daemons and the Nurgle DPs. Most everything else is T4 or 5.
Vash108
1st February 2010, 12:50
How often do you run into greater daemons?
edmundblack
1st February 2010, 14:17
Not very often, but if you do, hit them with something far harder than they are.
Trygons are great, but expensive. Too many points on them means less to spend on Troops, and also one Trygon is relatively easy to take out.
Vash108
1st February 2010, 14:25
The only thing I have on my Trygon right now is the Adrenal Gland. But I don't have my army finished yet so I haven't tested.
edmundblack
1st February 2010, 14:29
Even so, that's 215(?) points in one place. Any more than that and I reckon you're in trouble as one round of shooting should take it down. Not even Regenerate would help it then.
Vash108
1st February 2010, 14:44
True, but I do plan to deep strike it close to the enemy after the game beings and try to tear up as much as possible.
I was kicking around the idea of possibly having a few raveners with him.
edmundblack
1st February 2010, 14:58
Sure, but the trouble with that is he deepstrikes, stands around like a goon for a turn, gets shot to hell along with anything else that popped up with him and then it's gone. DS wisely, that'd be my advice. ;)
Vash108
1st February 2010, 15:13
It says he is allowed to shoot or run when he comes up so I should be able pop a few off.
Or if possible Deep strike some little Gaunts with a Mycetic Spore to get some in Melee then bring out the Trygon to joint he assault?
edmundblack
1st February 2010, 16:59
That'd be a good tactic - flood the target with little bugs from the front, DS it behind (if you can) and assault the rear. Should see them off nicely.
The_Peacemaker
2nd February 2010, 00:43
Well...Also against Daemons as well as other Tyranid armies.
Tyranids max toughness is 6.
At which point the trygon re-rolls that 4 to wound it would have needed anyway. Win.
Never read or played against Daemons, do they have anything higher than toughness 6 or a funky rule?
Pretty much just the Greater Daemons and the Nurgle DPs. Most everything else is T4 or 5.
Theres no rule about a re-roll. Toxin sacs just let you wound on 4+
Ron
2nd February 2010, 00:47
Theres no rule about a re-roll. Toxin sacs just let you wound on 4+
Page 42 of the Little Red Rulebook:
In addition, if the Strength of the weilder is the same or higher than the Toughness of the victim, the weilder must re-roll failed rolls to wound in Close Combat.
The_Peacemaker
2nd February 2010, 05:18
OOoooohhhhh! so thats why everyone was saying toxin sacs are so friggin good.
kukumatz
21st February 2010, 11:52
On that same note, does the poison always override your normal attacks, even if they would otherwise be better. hmm...perhaps an example will illustrate what im trying to ask.
Lets say a unit of Tyranid Warriors (S4) with toxin sacs charges a unit of Guardians (T3). Now normally, without the sacs these warriors wound on 3+, but with, they wound on a 4+. With re-rolls this is true, but are the two combined in this instance? Can it be claimed the warriors wound on a 3+ with re-rolls? or would it need to be declared which to use prior to wound rolls are made?
You can see where this might be relevant to the Tervigon also, whereby for 10pts you can give all Termies around it toxin sacs, but where it tends to wound things on a 2+ anyway...
Matt1785
21st February 2010, 12:01
Yes, even if you would normally wound on a lower value, if you are poisoned it's always a 4+ to wound something. It kind of stinks, but that's why you want to use it on things that are the same toughness, so against Guard it's not so great, but against MEQ it will rock the house.
(I have the same problem with an Eversor Assassin... bah!)
PyroSikTh
21st February 2010, 14:01
When it is attacking anything with T6 or more. So unless you play against alot of other tyranids or Wraithwing eldar, leave toxin sacs on the little guys.
And T5, so anything Nurgle. Toxin Sacs are good against those with Toughness one lower. Re-rollable 4+ is better than a 3+ (I did some mathhammering on it a few weeks ago). However, there isn't a lot between 2+ and re-rollable 4+, but I'd always want the 2+.
Angelofblades
21st February 2010, 15:06
Also, trygons never really survive past the turn they arrive. What would be the point of making them more expensive than they need to be?
STS17
24th February 2010, 13:49
It actually is great against guard as wounding on a 3+ is a 66% chance to hit but 4+ with rreroll is 75% chance to hit
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