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I saw it discussed alot when 5th first came out, that Hormies are now worthless, is it true? Should I switch my Hormies for Termagaunts?
I wouldn't say that they are useless, but they are less useful. Luckily you can use them as Spinegaunts or Termagantsif you can get the arms off.
Hmm, I never played a 5th ed game before, but you still win the game if you kill your opponent for the full 100%. So if you need Hormies for that, by all means take them with you. In my games at 4th edition, I never left home without my 32 hormies! And most of my games were won on the above basic prinsiple.
But if you want to win by using objectives, then I guess Gauns that are able to shoot are a little more woth it. They're cheaper, so you can take more of them for the same ammount of points. And because Gaunts all die the same, the means that the basic Gaunts are somewhat superiour for capturing objectives.
I think it mostly depends on what kind of army you play. I you really hate genestealers now, you might want to field 4 units of terma/spines and 2 hormies. Or you could go for more balance, taking 2 terma/spine, 2 hormies and 2 genestealer broods. But I wouldn't recommend doing 6 hormies for the sole purpose of capturing objectives. Hormies are meant to be used agressively.
Also, your opponents army might influence why you'd want to take hormies. VS shooting SM, Tau or Infantry IG or Eldar, these guys are just great. But I wouldn't really want to be fielding a lot of hormies against say Kohrne Chaos player, because they would just go splatter on a charge.
I hope this helps!
Tyranids Win / Draw /Lost 
Daemon Hunters Win / Draw / Lost 
The reason that Hormagaunts took such a hit in 5th edition is that you can no longer consolidate out of close combat into another enemy unit. This means that your hormagaunt squad will be promptly exposed to a round of rapid-firing weaponry when they leave combat.
My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.
Plus automatic pre-combat pile-in moves. And you also take wounds if you lose the combat. Add everything up and it makes hormagaunts less useful. IMHO they designed 5th edition to be more of a shooting game.
With Hormagaunts they aren't utterly useless just not as good. They can be used to tie up people in assault for a time. That they move quickly means they can be useful if a winged Hive tyrant drops them off. They can assault and cause problems while the rest of the Tyranids advance. I often found that Hormagaunts had to fend for themselves in the past as som many models couldn't keep up because there was no running before.
With running it is easier to get close now so bringing up some bigger slower things to support them in an assault can be done now. I think in that way they can be handy by being useful in messy assaults. But it is important to know that Hormagaunts have changed from a unit that used to do it's own thing to a unit that really works best mobbing people quickly and waiting for some help.
From what I've gathered, it's In My Honest Opinion. I'm not absolutely sure, though.
For me, it's the wounds from Fearlessness that really hurt the most. It seems that units usually beat my Hormagaunts with better saves, then my Hormagaunts take almost double wounds from Fearlessness. But then again, I only use them for tying up purposes. I've never tried using them in a really big brood for offensive power. It seems kind of expensive.
IMHO = In My Humble Opinion
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I agree that 5thed is looking up to forcing us nid players to be more shooty than before and in 4thed we were already far more shooty than we liked to be - we just don't have the BS skills where we need it to carry out an effective fireline of gunfire. The new barrage rules help us a heck of a lot with some guns, but still we lack proper gunning abilty - couple that with less effective CC and we are in harder times than before - though still we come off far better than some other armies (necrons are - well - horribly abused in 5hted)
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Legion Of Jaffa Consuming Hatters and Terribly Superfluous
While hormies are not all that spectacular, and definitely cost way too much to make powerful enough to take on what you want 'em for, everyone should own between 60-96 of 'em.
So that you can field an Endless Swarm for apoc!
As for the best way to use 'em to tie things up? Go after walkers with 'em. Eventually, they can eat the walker, and even if they don't, well, the wounds taken from a walker are not too bad. And it'll tie the walker up to let something really big hit it.
Or else you could run them behind a screen of spinegaunts, and assault alongside, say, a lictor or a broodlord or anything else with Feeder Tendrils. Then it just gets plain ol' ugly!
"Speed is life! You go slow, you die!"
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