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Well, the fact that leaping has been nerfed is old news and quite a few of you are probably rethinking your use of hormies. The problem is, the gaunt box comes with some leaping gaunt bits, which many will likely find useless or at least less useful. My question is, can these be used for regular gaunts? That is to say, could I have a brood of plain old spinegaunts modeled with those pieces?
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I've made plenty of spinegaunts and termagaunts with the hormagaunt bodies. I know I'll never run hormagaunts and there's no reason to let those gun bits go to waste.
Hormagaunt converstion to spinegaunt/termagaunt/etc is one of the most common for nids. Put the gun arms on instead of the talons and there ya go.
My only comment to not do it is if you ever give thought to fielding the apocalypse "Endless Swarm". The rule for that states you need a minimum of 60 hormagaunts.
I would agree. I really like the Endless Swarm and is the only reason I'm putting my Hormies together. Proxied it once and I made Necrons run out of ammo, which is impossible according to fluff.
Otherwise I've seen plenty of "leaping" spinegaunts so to back up Tam there it's perfectly alright to just slap the guns on there and call it a spinegaunt. Now just claim it has leaping and watch your opponent shudder in horror,
Good to hear there's this much unanimity on the subject. Also, I said hormies were nerfed because now pretty much everything gets the extra D6 in the shooting phase with the run rules (if they don't shoot or assault.) Hormies still have the 12 inch charge and I think they get the 12 inches on top of the D6, but a big part of their 10 point price tag was that they hit the front lines a good turn or so ahead of the rest of the gaunts. I may not seem like much, but those D6's can add up and help to tie up shooty units until the rest of the swarm gets there.
The leaping bit and everyone having Run isn't why Hormagaunts are nerfed. They weren't very good in 4th because they couldn't effectively kill things in their own points range and die very easily. They aren't good in 5th because they still can't effectively kill things in their own points range, still die very easily, and now die even faster with the Fearless rules on losing combat, which your Hormagaunts will generally do against anything in power armor.
Gaunts were already Fleet, as were Genestealers. Just because Marines can run doesn't really make Leaping useless by any means. It's just the models that you have to attach leaping to that makes it kinda pointless: Assault Warriors, Hormagaunts, and Ripper Swarms.
It's mostly because 5th edition is designed as a shooting game, not a melee game, that hormagaunts have lost a lot of their effectiveness.
I never used hormagaunts for wounds. I used them to stop the enemy from being able to move and shoot. Their job was to get there fast, stop the army and give me ample time to get the rest of my melee crushers into the fight. They fulfilled that roll well in 4th. In 5th edition they are way too expensive for their reduced melee ability. The automatic pile-in move on assault and combat wound resolution generally results in the hormagaunts dying either in the same turn or the next. Or winning and dying from standing out in the open.
Honestly I've had better luck with spinegaunts. The only thing they really lack is the extra 6-inch charge. But they more then make up for that by having a gun, costing way less and having more on the board.
if a model with leaping charges through difficult terrain how far can it move?
what is the ruling on this for movement?
is it 2d6 and pick the highest one x2
or 3d6, or is there a totally different rule here?
Ya know... that's an interesting question. I'm pretty sure the answer is: 3d6 pick the highest x2. 3d6 because Tyranids have Move Through Cover, and doubling said distance because that's what Leaping does, doubles assault distance.