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I want to play an army with a lot of gaunts and homogaunts and genestealers for support. I'd also like a few monsters in there, what would be my best bet. Rep for any good info.
Signed Sealed Saint
Fortius Quo Fidelius
lots of gaunts needs a good synapse network. Else they go beserk and stuff and do really stupid things sometimes.
Because of this, you might want to take quite a few Tnid warriors and also Zoanthropes (Warp Blast and Synapse). A HT could also work, but you probably want to take wings with that one, so it can advance along your hormagants and provide synapse in the front rows of your army.
You also want some heavy fire, like a Venom Cannon and Barbed Strangler on a Carnifex. two or so would help you keep some tanks from shooting (shaking is what you need ).
Tactic: Run with your Gaunts to your opponent, in the most quickest way you can get to him, with a most cover you can get. You might want to wait with running you Genestealers too, else they make a too big of a target, and they wouldnt survive. Make sure you keep the gaunt in synapse, so you could use a string of gaunts backwards, so a few still are within synapse.
In round 2 the hormies probably have reached the frontlines, and this is where you go run your genes to your opponent!
You winged HT should be able to provide synapse to the frontlines, and attract attention away from the genes it posible.
Genes are your friend, they will eat your opponent with ease probably So make sure they survive!
The Gunfexes are there to silence any threatening weapins on a tank.
hope this helps!
Tyranids Win / Draw /Lost 
Daemon Hunters Win / Draw / Lost 
So gaunts, hormagaunts and Genestealers with some nasties chucked in for that extra bit of a mix. Sounds good to me
Like Xilconic already said this many gaunts and hormagaunts is going to need a good synapse web. I'd run 2-3 squads of warriors one set for shooting with devourers and the other 1-2 set for CC. A hive tyrant with wings is essential in an army such as this. The speed will allow the tyrant to keep up with your front line. He should probably be set for CC or given two sets of devourers to pump a hell of a lot of shots a turn. 2-3 zonathropes with warp blast and synapse creature is also good to complete the web. Some lictors are a nice addition in army such as this adding a nice element of surprise to the army. Gargoyles or raveners are also good in this kind of army. 1-2 carnifexs are also good when given a barbed strangler and venom cannon providing some nice ranged weaponry to the army and some much needed anti-tank. For the gaunts and hormagaunts I'd being running at least 2 squads of each with 20-30 in each and the genestealers at max capacity of 12.
I'm not sure what points you plan to run your army as so this info will change depending on the points level.
I hope this has helped
Never broken, Never fallen, Courage out of fear.
"Those who give up often do not realize just how close they are to success when they give up."
I hope this helps.
A unit of 32 gaunts with felshborers are pretty good. They are great for locking monsterous creatures and walkers with few attacks in cc until your monsters gets close enough. Even if you can't hurt them, they're going to take years to get out of the brood.
They're also great for capturing objectives. Don't try to hide them behind cover, your opponet will propably ignore them. But if he doesn't, They've served their purpose as a cannon fodder.
2-3 units of 20-32 hormagaunts are great. They are fast and can do some damage at the same time as they tie up enemy units. It's a good idea to keep them behind cover until they are in close combat.
Deploy them within synapse range of your Hive Tyrant.
I'd suggest a cc Hive tyrant with wings. I don't think I need to say this but keep him behind cover. It's great if he charges the same turn as the hormagaunts.
1-2 units of Genestealer of 10 are usually enough. It's good if you don't spend too many points on them as they will be target to enemy fire. unless you play 1000pts or less I'd suggest you take extended carapace if you want them to survive one or two more turns. It's important to keep them behind cover at all times.
You'll also need some units that can destroy a vehicle. For this purpose I'll suggest 2-3 zoanthropes with warp blast and synapse (maybe one with psychic scream instead of synapse) and 1 sniperfex (good for taking objectives too). Keep the carnifex where he gets a cover save unless you want him to fall victim of lascannons.
Personally I like to use a unit of 3 reaveners. It's good to deploy them on a flank since they're vulnerable to most enemy fire. (Keep them behind cover too)
If you want more ponits 1 or 2 units of warriors an another carnifex could be a good choice.
Glory for the emperor!
There are a few ways to approach this actually...
1.) The genestealer delivery system. This one is relatively light on the synaptic overwatch, with a few squads of naked spinegaunts, airborne tyrant, perhaps one or two heavy sniperfexes and the rest made up in genestealers with carapace.
2.) The Tide of Gaunts. Here, the genestealers are used as a lure. About 5 or 6 of them, with carapace again... They lead the attack and try to distract from a charging force of overwhelming inferior gaunts, like termagaunts or the naked spines again. Usually a few more warriors for close fire support and a much wider synaptic network.
In generally, more gaunts means you need more synapse. They overlap, but keep in mind you have 'hard synapse' and 'soft synapse.'
Hard synapse is exemplified by your hive tyrant, with his 3 up save unmodified, four wounds, good toughness. Warriors can be hard synapse if there are enough of them, but they tend to die very, very quickly, 2 wounds or no.
Soft synape is a squad of warriors, or a lone zoanthrope.
Genestealers don't need synapse, but they benefit from it.
Carnifexes DO need synapse, but their high leadership means that instinctuals are liable to go your way.
Gaunts -REQUIRE- synaptic oversight, or else they turn into cows with guns.
Lurking units cannot claim quarters, have to rely on shooting, and generally are easy for the enemy to ignore or clean up. If you lose your synapse cover, your gaunts become worthless. Your enemy knows this.
Goin gwith the swarm tactic, huh? Heres what i would reccommend:
Have a flyrant with 2 TL devourers and warp field
1 Squad of leaping CC warriors
1-2 squads of flying shooty warriors with a barbed strangler to keep the enemy pinned down
2 squads of naked stealers
2-4 squads of about 12 hormagaunts with toxin sacs because naked gaunts can't do diddly against MEQs
1 squad of 8-12 gargoyles
3 Zoanthropes with WB and Synapse
Extra points you might want to consider giving the hormagaunts flesh hooks (even if it means a few less gaunts)
There's a lot of debate on the ideal airborne flyrant. The devourer build above is touted as the 'most efficient,' the dual scything talons version however generally earns the 'morale affecting' angle. Decide for your own which you want. A great deal of tyranid tactics revolve around using every last crawling monstrousity in our army at bait at one time or another.
On the issue of genestealers, I strenuously disagree with Triple...never, never, never send them out naked. Without at least carapace, your nifty models are dying by droves to basic bolter fire. But don't go nuts. If they cost as much as a grey knight, you're paying way too much.
As for the hormagaunts, I again disagree with Triple here (disagreement is good! Variety makes us nids strong, and never let anyone, including me tell you to never or always do something...yeah I know, I just did), I find toxin less useful then Init Adrenals that let me strike first or simultaneous in most situations. On the flesh hooks thing, I tend to say err on the side of more gaunts. This doesn't mean flesh hooks aren't a potentially good idea.
The flesh hook, for example, help a tremendous deal against opponents in cover (A situation which I'm sure Triple is rightly thinking is a situation that negates that init bonus I paid for), so it might indeed be a worthwhile upgrade.
Weigh your options. See what works best for you, at least on specifics.
But keep in mind the core ideas behind a swarm army.
Quantity has a quality all its own.
You'll need something, to take down tanks and skimmers.
Thanks for the comments, rep for all!!!!
This is what i was thinking
4 cc warriors
4 cc warriors
4 cc warriors
Not sure of the upgrades yet, how many points approx would this be with sensible upgrades?
Signed Sealed Saint
Fortius Quo Fidelius
A walking Tyrant is slow, so if you make it purely CC you're spending a lot of points on a creature which is unlikely to make its points back. The only reason I think it is a marginally better idea than pure-CC 'Fexes is because the Tyrant has Synapse and good stats for CC once it gets there.
Thus I believe a walking Tyrant should always be equipped with ranged weapons, and in my case I like VCannon + BStrangler, EnhSen, ToxSac (ExtCar for survival, Guards are good). The Tyrant is more adept at dealing with light-midrange vehicles than a Sniperfex (same bioweapon loadout), while being more accurate with the BStr once vehicles are taken out and it's time to shoot up enemy infantry.
This would probably also reduce the need for a second Gunfex (I'm assuming Sniper variant), as vehicles aren't usually that common and you have the Zoans for backup.
Of course, you might then consider the second 'Fex as a Dakkafex (2x TL Devourer, EnhSen) to shoot up infantry and light vehicles.
I'd recommend using neodymium/rare-earth magnets to make your Tyrant and 'Fex weaponry removable, enabling you to try out different options. Might even use it on larger biomorph bits! ;Y
"The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. The inferior flesh will be entirely destroyed, all biomatter consumed. Ourselves will fight to the last, all weak flesh must be devoured."