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So 2 fairly unpopular units, however i like them and want to use them. I already run a unit of gaunts, but am debating getting another. So im posting my opinions here to see if general opinion matches mine or not. just a quick note i use gaunts with Toxin sacs and the WS gland. I use 20 per squad
So things the same - VERY Fast, with a minimum of a 19" charge range, they are very dificult to rapid fire and will, more often than not, get the charge.
Both have a rubbish save that will be taken very infrequently.
Hormaguants: 260 points
Pros: Lots of attacks on the charge, with a high initative and WS means your often hitting first and on 3's.
Troops, so can claim objectives
Cons: Fragile, T3 and a 6+ save means that go down very fast to shooting.
Often fall out of synapse range in combats, can be useful however, as usualy a moral check means you fail, fall back a long way (out of shooting range hopefully) then rally.
Raveners: 276 points (rending claws and deathspitters)
Pros: Ws and I 5, so will often go first, on 3s.
S+T 4, so they can stand up to MEQs much more effectivly.
On the charge, 30 S4 rending attacks will make a large dent in most units.
Deathspitters ensure that if out of charge range, you can still unleash firepower.
2 wounds ensure more survivability whilst LD 10 means they can operate out of synapse resonably well.
Cons: Cost a lot for 6 models with a 5+ save
They've got a 5+ save
Not able to claim objectives.
quite probable that theyll be rapid fired to hell after winning a combat.
Overall im fractionally inclined to go with the hormagaunts, because of the bodies and objective capturing ability. What are your thoughts on this?
Last edited by Heirodule; April 12th, 2009 at 23:08.
I think it's kind of a toss up in slight favor of the Hormagaunts. I prefer these guys as a nice cheap upgradeable troop. You don't get anywhere near the options or number of bodies with Raveners. I've lately taken to using these guys as transport destroyers. You swarm a transport tank, like a rhino and it gets completely surrounded. Bunch of S4 attacks take it down leaving squad inside nowhere to go.
While Raveners have some things better in terms of weaponry and S/T it just doesn't make up for the Hormagaunts Cheapness, even with a good amount of upgrades, when they will both die just a easily in CC, or from most MEQ ranged weapons.
Honestly, neither are that good right now (though I've heard of people using mass ravs with DS and RC to great effect as counter-charge units and I've had some success with hormagaunts). Hormagaunts can do extremely well-> a unit of 20 horms with +WS, +TS, +I can actually kill an equal sized unit of orks or a unit of 10 marines if it charges, but they're very very fragile, which makes them overcosted.
Here's the mathhammer:
Against orks: 16.6667~17 dead
Against marines: 6.6667~7 dead
(assume 27 slugga orks plus pk-nob plus 2 assault weapons)
Orks: (10*3+2*2)*1/2*1/2*5/6+3*1/2*5/6= 8.33333~8
(assume 10 marines with PF sarge)
Marines: 2*1/2*2/3*5/6+2*1/2*5/6= 1.38888~1
Orks lost by 8, and lose 7 more. Marines would lost by 5, run, and likely get caught losing another 2.
12*2*2/3*1/2*5/6= 6.6667~7 -> no more orks
19*2*2/3*1/2*1/3= 4.2222~4 -> no more marines
So 20 horms would on average beat both of those units (though to be fair they would also cost around 60 more points than the marines though they only lose 14 pts worth of horms, and are about 40 or so points more than the orks but lost 112pts of horms against them). The best part is when they won-> they finished off the units in time to be able to charge again on their own turn unless the opponent counter-charged. But they're still a glass cannon, and at the pointage you need in order for them to be the most effective, you're pretty much paying the same price as stealers.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
As it's been said, both units are kind of subpar right now. I still use my raveners tho cos the models are so damn cool. I usually take a unit of 3 or 4 with spitters in my 1500 army.
for people not super obsessed with winning, I could see both having their place. As was stated previous, raveners can make great counter/support charge units, while hormagaunts shielded by some spine/termagaunts can make pretty decent 1st wavers. Both of the units together is fun, too, but there in lies the real question: what's fun for you? Hopefully it's not just winning, and we can see more armies utilizing some of those models that are sadly lacking on many-a-battlefield. 'Nids have some great models and have ample amounts of model congruency for some fun conversions, so make some of those expensive pewter guys out of some plastics and have a blast fielding em!
Ive only ever used my hormagaunts as a tar pit, so killing things isnt a big deal, although usually they do. For the same points, you should have more attacks and more importantly, more wounds than a unit of raveners.
Although one lucky day my 2 raveners took on either a Terminator Chaplain, or a terminator squad and took them down in a few turns (if memory serves correctly). So raveners still have their uses and lucky chances.
I'd take both, not too many raveners though. I use hormagaunts for getting into cc with the main army and raveners for killing the hide and shoot units like devestators ratlings etc.
The cool thing with raveners is that if you charge 1 model only models within 2 " of that model will be able to strike at you in the first turn of cc so in the first turn of cc you are unlikely to take any damage.
I personally have had terrible luck with raveners, I wish I could say good things about em, but I don't think they will ever find a place in my lists. If i deep strike them I always scatter them lol, and if I deploy them I'd rather just use the points on genestealers.
As far as hormagaunts go. I really like them, but I just find that they are over priced for a toughness 3 unit. I used to take a unit of 12-15 just to cause trouble on first turn, I have taken out terminators with them, afterall it is a lot of attacks. Removing them though freed up a lot of points, enough for a dakkafex and with some to spare too, and I find the dakkafex to be a alot more effective, I find that Nids do better when you control the middle of the board, and more fexes always help with that
To be fair though, the reason Hormagaunts are so expensive is because of the amount of attacks they dish out. 3 each on the charge, multiply that by however big the brood is and you've got a brood that can pretty much devastate anything its up against. Play with enough of them and it doesnt matter if they're left open to shooting after a CC win.
In fact, a couple of massive broods should hold up anything long enough for your big 'uns to make their way up.
*drools at potential of CC orientated army*