Since I'd claimed they were useful I figured that I had to put my money where my mouth was and give them a run-out and see if they were any good, or if I was simply talking through my hole. I've got 3 games up where the list evolved over time and this one is the latest game with a T-Fex list I would recommend so that's why its going up first and not chronologically.
Prime with Lashwhip & Bonesword
2 x 3 Hive Guard
2 x Tervigons with Catalyst, Toxin Sacs
2 x 10 Termagants
2 x T-Fexes with Dessicator Larvae, Cluster Spines and Rupture Cannon
Trygon with Adrenal Glands
I added the Trygon in after Pinball Wizard in another post said the army needed a combat boost or would simply draw lots of games. A game with a Marine army drove that home - I reckon I only won because Lysander and co failed a Ld test early on and spent the game being herded off the board. (I'll post that one later). I realised that I had nothing to even tie him and his friends up for a single turn as they were well able to saunter through any of my units relatively quickly even with the Prime attached. So I got a game in against Ivan and his Guard.
His list from memory was:
Company Command Squad with 4 Plasma guns in Chimera with Heavy Flamer
6 Choir Boys in Chimera with Heavy Flamer
Melta Vets in Chimera with Heavy Flamer
Melta Vets in Chimera with Heavy Flamer
Flamer Vets in Chimera with Heavy Flamer
We rolled Annihilation/Dawn of War and he went first. This was his deployment, with a side shot. From my L to R:
Manticore, Choir Boys, Vendettas up front, Flamer Vets, Hydras, Melta Vets, Medusas, Melta Vets, CCS
I put everything into reserve. Guard are a shooty army. Take away up to 40% of its shooting effectiveness and you stand a good chance of surviving to reach combat: losing 2 turns of shooting in a 5 turn game makes Guard suffer as they lose so much of their ranged threat.
His stuff floated and moved about for his first 2 turns when all of a sudden...
Tervigon, Tervigon, Prime with Hive Guard, T-Fex, T-Fex, Hive Guard
The idea was to pack a flank and have much of the Guard firepower out of range and force them to come to me. Here you can see I'm facing only half the Guard army giving me much better odds of coming out on top. Despite my superior firepower I only manage to shake a Vendetta.
It boosts away in its turn while the Flamer Vets move up to torch Deathleaper in the central ruins while the Trygon realised that only blowing a Multilaser off a Chimera wouldn't suffice and let him exposed. Very exposed indeed. Still, while that fire-magnet jackass was drawing attention to himself it enabled my Tervigons to reproduce like rabbits, although one got its ass clogged.
|The T-Fexes joke about the Tervigon's baby daddy's new problem...|
In my turn 3 I manage to pull a Vendetta from the sky but only immobilising it and destroying 2 weapons denies me a Kill Point. In his turn 4 the Flamer Vets move to where Deathleaper was while the Guard open up on the huddled swarm and start to put the hurt on the Hive Guard by killing one in each squad and wounding a T-Fex while my response in my turn 4 is to pump out more Gaunts and start to push forward aggressively with the Hive Guard and start bagging vehicles: immobilising a Chimera and shaking a Valk can hardly be counted as a success though.
Ivan's 5th turn saw him move up some Chimera squads to get him some BBQ critters and deal a bit of damage to the T-Fexes and Hive Guard reducing them to a solitary model each. Thankfully the Manticore's Rockets had underperformed all game scattering or failing to wound on 2's so Deathleaper managed to avoid an ingominious death after he reappeared in my big block of ruins.
Rule question -When the Storm Eagle Rockets are fired and you get more than 1 shot, do you place the first 5" marker, scatter that and then flip the marker according to the Scatter die for the next shot(s) or do you place each one at the original point targeted and treat each as an entirely seperate shot? I've been playing it as the former so when the first shot scatters off the board the other shots are wasted as you can't flip the marker back onto the board.
My turn 5 saw the T-Fex bag a Vendetta at range and the Hive Guard open up a Chimera to expose the tasty morsels inside to Hive Rape:
Turn 6 rolled round and the lone Hive Guard was given a choice: take on the damaged Vendetta for the easy Kill Point and risk being caught in the open for Turn 7 or go after the Medusas and try to bag them with help from the T-Fex. I went for the latter as a bird in the hand is...a fucking Kill Point. I
had a better chance of destroying it with 2 S8 shots and 3 s5 combat attacks if I got desperate whereas the Medusas would be able to do allocation shenanigans to make it very difficult to bag both of them in one round. The Hive Guard bagged the damaged flyer with shooting while the T-Fex wrecked the last Vendetta.
Thankfully after this the game ended and after counting up I had won it by 2 KP.
After the game we agreed that his deployment had let him down - he had to spend 3 turns moving his Medusas to get into range while 2 Vets and the CCS in Chimeras had very little to do for the game as they tried to get into range.
I'm left wondering about the Trygon. Would I be better served dropping him for a pile of outflanking Genestealers or does he do enough to attract attention away from the T-Fexes and Hive Guard to keep them shooting long enough to justify their continued inclusion? He goes give me a nice counter-attacking unit that can at least hold stuff up and allow the shooty stuff to keep plugging away from distance while he goes down (heh).
I'm happy with the list overall though and I think that the list is better for the T-Fexes inclusion as their ranged threat gives the Nids the long-ranged punch they're normally sorely lacking. I have some more batreps to add up to show how they perform and on the evidence I will present I reckon that 2 is the most you can pack into 1750 point games.