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Neither, im an idiot
Which would you prefer? I think spinegaunts are better but what do you think? And please have a look at my army. Its named "2000 point tournament," need some help to fix it up. thanks!
Last edited by GH3_master; February 7th, 2008 at 23:58.
Termagaunts are one of the best units for points efficency. You cannot go wrong with using them. Spinegaunts on the other hand are not really intending to take much down with thier guns = they are intending to get into close combat and hold/win by weight of numbers. You need more spinegaunts to be as effective as termagaunts.
Personally I prefer the termagaunt - good allrounder that is not weakened when it takes losses
They both have places. Termagaunts can, effectively, shoot on par with marines in equal points. They're also fairly good at killing nasty things short ranged, like wyches and harlequins.
However, spinegaunts are slightly cheaper and hit more easily, which means that their shooting severely degrades against anything greater than T3 (which seems to be a majority).
If you plan to actually shoot things, termagaunts are pretty good, especially since they can get rear AV10 vehicles, but for that, they'd have to move only as normal troops (no fleet for you!) and hang out in rapid fire range, which means you'd have to field A LOT of them...which would make them prime targets.
And it usually is better to tie up shooty units in CC than to trade gun-blows.
I'd have to say, against faster armies, like Eldar and other tyranids, to go with the spinegaunts, so you can keep going with them and they're usually weak in CC anyway, and they're better, point for point, than hormagaunts.
However, if you feel the need to actually shoot anything, Termagaunts are good too, especially against MEQs, where you can actually force a bunch of saves on them before (hopefully) charging.
"Tell me what you cherish most. Give me the pleasure of taking it away." Sephiroth, Final Fantasy VII: Advent Children
In my list i have to side with Spinegaunts, they just do better making and taking then Termagaunts.
Wangflurry Stonemaul US (World of Warcraft)
Termagant, for their awesome gun, and not that I'm going to mis those 20 pionts or something per squad
Tyranids Win / Draw /Lost 
Daemon Hunters Win / Draw / Lost 
I selected neither, mostly just because I don't use gaunts, and thus must be an idiot. (this was the only real option)
As for answering the actual question: It all depends on what you're using the gaunts for. Terms, as has been said before, can actually do a fair amount of damage when shooting. Tons of str 4 reroll to wound shots is nothing to laugh at, especially against GEQs and things not in power armour. That said, for every 5 terms you could have gotten 6 spines. That doesn't seem like a lot until you realize that if you're going swarming you're talking 30+ gaunts. That's a minimum of 6 extra bodies that your swarm is missing. Spines are almost as good at shooting (TL but the lower str) are as good at close combat, and are a point cheaper.
I'm of the opinion that gaunts are there to be bodies that just keep crushing forward in spite of any casualties. Spines do that best. For cc they're just as good as terms (technically better because they get like .2 attacks more per point) and always have more wounds. I can see terms being better in a dedicated shooty list (where it's all about getting to 18 then unloading) but for cc or mixed I think spines fill their role much better.
~2k of genestealery goodness
~1750points of terminator goodness
Dovie'andi se tovya sagain
more witty remarks to come.
Spinegaunts, b/c of the way I build my lists. If I find myself relying on S4 12" range shots to win the day, I'm really in trouble.
I mean, REALLY in trouble.
I'd rather have the net 50 points or so of difference (+/- based on # of gaunts in list) to spend on more Raveners.
Nids & Guard
GMail = MVBrandt
I think would go with the Spinegaunts. They provide me with what I'm buying when I get them, cannon fodder. I find that the Termagants are something that requires geting them within a certain range and making sure I use them etc. Sounds a bit too much like hard work to me.
However the Termagant has it's uses. I think that both units are cheap little things and it is reasonable to decide to use them both.
I think that they will also work against Tyranids as we often have poor armour saves but on occasion a high toughness. The living ammo of the fleshborer will be handy against many Tyranids as it can easily give a very high chance of a wound against Genestealers or Tyranid warriors and these things need extended carapace to avoid being damaged. I will also cream the enemy Gaunts.
Sorry, ur probably not an idiot. I forgot there were really good stealer armies out there.0:
I guess I'm an idiot too. Personally I've come to have a fondness for hormogaunts. Sure they may cost up to 3 times as much, but I like it if my meat shields did something else besides dieing. You'd be surprised the number of people who underestimate the charge range of hormogaunts or underestimate the damage they can inflict.
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