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Trygon Tactica
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Old 10 May 2009, 19:21   #1 (permalink)
Shas'El
 
Join Date: Feb 2009
Location: In my Killkrooza, headin' for Earth!
Posts: 3,866
Default Trygon Tactica

Most will say that Trygons are for apocalypse or at least a 2500 point games; I on the other hand find that they're more fun to use in 1500-2000 point games of 40K
[hr]

At my gaming club we've recently decided to allow people to use imperial armour rules as long as they don't take up more than 25% of your armies points and that they aren't part of a war machine detachment only. This means that my trygon (which i will be getting in 2/3 months- when i go to Warhammer World) will be taking part in quite a lot of games. I've decided to create this article to explain the pros and cons of this nice beastie.
[hr]

A Trygon is going to be a notable investment in your army as in a 2000 point game it takes up a 6th of your points. Many will say that using a model from Forgeworld creates an unfair advantage in smaller games. The Trygon isn't a game winner although it can prove to kill many times its point's value if it used correctly.

Because of the Trygons rules you will have to wait until turn two at the earliest to see your beastie on the field of battle- it will be arriving on a 4+ on turn 2- if you wish for your Trygon to arrive as early as possible you may wish to invest in a Lictor duet as each one allows you to re-roll a single reserves roll one per turn so there's a 75% chance that your Trygon will be on the board turn two. Trygons, like Raveners, deep strike onto the board. With a Trygon it's advisable to deep strike 12” from your opponents board edge and wherever possible; directly into an elite unit or vehicle. As Trygons are gargantuan creatures they won't be destroyed if they deep strike into a measly enemy unit- they simply move the unit out of the way; the Trygon then counts as charging the selected unit.

Once in combat the Trygon isn't as mighty as the Carnifex because of its lower strength but makes up for this with more than twice as many attacks. If it deep strikes into an Eldar Wraithguard unit then you will most likely hit 4 of them and wound 3 or 4 of them (no armour save allowed). If it deep striked into a Wraith lord then it would also be hit 4 times and then it would mot likely be wounded twice with no saves. No matter the result of the combat the enemy will be forced to flee.
If you've kept a unit of Raveners in reserve with your Trygon then at the beginning of your following turn you can deploy them at the point where the Trygon deep-striked in; there won’t be any enemies nearby to cause a deep strike mishap upon them because the enemy will have ran away last combat phase. If your Raveners have devourers then they shoot at a nearby enemy unit- 6 Raveners will get 36 S3 shots with an 18” range, these shots hit on 4+ so you will wound on average 9 Guardsman or 6 Space Marines. This is enough to wipe out any nearby enemy shooting units but you should also remember your Trygon because it can move 12” and then charge into an enemy unit.

From reading this you will have found out that Trygons are powerful but there are ways to defeat them. Unlike with monstrous creatures, Trygons can’t be bogged down in an assault because all units in combat with them must immediately consolidate away (unless they're forced to flee). My advice is to shoot at them with lots of S7, AP3 or better weaponry or find some way to delay the Trygon coming onto the board. Just remember that you can't outrun a trygon as it has the ability to move 12"; fleet; and then assault 6"

I hope people find this advice helpful

Colonel Sorck
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Old 11 May 2009, 20:04   #2 (permalink)
Shas'Saal
 
Join Date: Apr 2009
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Default Re: Trygon Tactica for normal games

i heard they are making plastic trygons at some point, is this true?

Also a question about Forge World and GW. Trygon is in the legitiment Apoc. book right? So GW actually uses forge world things to be used in real games, is that correct?

Are the rules for it ONLY in the Imperial Armor books? (im starting a tyranid army, and the only "big" apocalypse tyranid i like, is the trygon. the rest to me just look too strange or silly, in my opinion atleast)
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Old 11 May 2009, 20:13   #3 (permalink)
Shas'El
 
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Default Re: Trygon Tactica for normal games

Quote:
Originally Posted by skippy35671
i heard they are making plastic trygons at some point, is this true?
I don't have a clue but it would be nice.
Quote:
Originally Posted by skippy35671
Also a question about Forge World and GW. Trygon is in the legitiment Apoc. book right? So GW actually uses forge world things to be used in real games, is that correct?
The Trygon rules are in IA4 and IA Apocalypse (the latter is the one i use). Trygons count as Heavy support choices in a Tyranid army and the Forgeworld rules are legitimate (allthough it's best to warn your oponent of a Forgeworld models use). You can't use Forgeworld things in Tourneys unless the tourney rules or organiser says that you are allowed them.
Quote:
Originally Posted by skippy35671
Are the rules for it ONLY in the Imperial Armor books? (im starting a tyranid army, and the only "big" apocalypse tyranid i like, is the trygon. the rest to me just look too strange or silly, in my opinion atleast)
The Trygons rules are only in Imperial armour books (allthough IA Apocalypse is probably stocked at your local GW). I also find that the Trygon is a much nicer model than the other big beasties. I would suggest you build a core 1000 points of army before getting a Trygon though. My army list is hear
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Old 15 May 2009, 15:50   #4 (permalink)
Kroot Warrior
 
Join Date: May 2009
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Default Re: Trygon Tactica for normal games

Trygons should be able to have rules where they can tunnel more than once, also the trygon is cooler than any other tyranid: big, clawey and tyranid looking (no spore mine or zoanthrope bits) with big clawey attacks.
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Old 17 May 2009, 10:48   #5 (permalink)
Shas'El
 
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Default Re: Trygon Tactica for normal games

If Trygons could tunnel multiple times then a game would have to last a long time with the Trygon arriving ocasionally but where force is needed.
Trygons can deep strike into combat without suffering a deep-strike mishap


[this is for TO8 test purposes only ]

This is the last post that was made:

Most will say that Trygons are for apocalypse or at least a 2500 point games; I on the other hand find that they're more fun to use in 1500-2000 point games of 40K
[hr]
At my gaming club we've recently decided to allow people to use imperial armour rules as long as they don't take up more than 25% of your armies points and that they aren't part of a war machine detachment only. This means that my trygon (which i will be getting in 2/3 months- when i go to Warhammer World) will be taking part in quite a lot of games. I've decided to create this article to explain the pros and cons of this nice beastie.
[hr]


A Trygon is going to be a notable investment in your army as in a 2000 point game it takes up a 6th of your points. Many will say that using a model from Forgeworld creates an unfair advantage in smaller games. The Trygon isn't a game winner although it can prove to kill many times its point's value if it used correctly.

Because of the Trygons rules you will have to wait until turn two at the earliest to see your beastie on the field of battle- it will be arriving on a 4+ on turn 2- if you wish for your Trygon to arrive as early as possible you may wish to invest in a Lictor duet as each one allows you to re-roll a single reserves roll one per turn so there's a 75% chance that your Trygon will be on the board turn two. Trygons, like Raveners, deep strike onto the board. With a Trygon it's advisable to deep strike 12” from your opponents board edge and wherever possible; directly into an elite unit or vehicle. As Trygons are gargantuan creatures they won't be destroyed if they deep strike into a measly enemy unit- they simply move the unit out of the way; the Trygon then counts as charging the selected unit.

Once in combat the Trygon isn't as mighty as the Carnifex because of its lower strength but makes up for this with more than twice as many attacks. If it deep strikes into an Eldar Wraithguard unit then you will most likely hit 4 of them and wound 3 or 4 of them (no armour save allowed). If it deep striked into a Wraith lord then it would also be hit 4 times and then it would mot likely be wounded twice with no saves. No matter the result of the combat the enemy will be forced to flee.
If you've kept a unit of Raveners in reserve with your Trygon then at the beginning of your following turn you can deploy them at the point where the Trygon deep-striked in; there won’t be any enemies nearby to cause a deep strike mishap upon them because the enemy will have ran away last combat phase. If your Raveners have devourers then they shoot at a nearby enemy unit- 6 Raveners will get 36 S3 shots with an 18” range, these shots hit on 4+ so you will wound on average 9 Guardsman or 6 Space Marines. This is enough to wipe out any nearby enemy shooting units but you should also remember your Trygon because it can move 12” and then charge into an enemy unit.

From reading this you will have found out that Trygons are powerful but there are ways to defeat them. Unlike with monstrous creatures, Trygons can’t be bogged down in an assault because all units in combat with them must immediately consolidate away (unless they're forced to flee). My advice is to shoot at them with lots of S7, AP3 or better weaponry or find some way to delay the Trygon coming onto the board. Just remember that you can't outrun a trygon as it has the ability to move 12"; fleet; and then assault 6"

I hope people find this advice helpful

Colonel Sorck???
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