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Well, I am now going through a tough time with my 'nids. I dont like toaking to many TMC's because I think it is a little unsporting in some cases. I also dont use genestealers(hate the models). This leaves a lot of gaunts and winged warriors that I use to fill my points.
THe problem is, as of now, warriors just arent worth their points and dont kill that much. Also, I use just 2 kinds of gaunts, basic leaping gaunts w/ ST's and spine gaunts. As you know, this leads me to having a TON of gaunts. Now, this is beginning to be bad because I dont like pushing around that many models.
So i guess my question would be, what is the best way to beef up my gaunts to take up more points and become better?
I'de say give them Bioplasma, WS, I, and S.
Also, give your spine guants enhanced senses
O & G: 5/0/1
it depends who u play. but instead of spine gaunts, take toxin-spine guants. and death guants are cool too, and can kill alot of stuff.
ever think of raveners, or gargoyles? gargoyles offer a more tactical advantage and raveners add a punch of tmcs, with the speed of guants.
third, how can u not like the genestealer models?! the new ones are horribe imo. the current ones i think are really cool.
<insert witty remark here>
I agree; the genestealer models, in my opinion, are pretty cool,.. but to each their own
in all honesty, though, you're really limiting yourself, flinger. bugs need TMC, (we don't really have power-weapons and we don't have vehicles). If you're also not taking genestealers, you've really crippled yourself when it comes to dealing with high toughness/vehicle heavy opponents. and you want to cut down on gaunts now, too? "beefed up", they're still going to have 6+ saves, (or 5+, if you want to waste the points on extended carapace), a pitiful To3, and a non-too-impressive strength of 4, (if you spend the points) and they'll still have a hard time against just about anything - in my experience, gaunts are just fodder, (dangerous fodder against some opponents) - I'd reconsider my stance on TMC - there's plenty of ap2 and power weapons out there, the tyranid monsters are hardly overpowered
The TMC's are there for a reason. Use them, but don't overdue it. I mean, I know the league at my local non-gw hobby store doesn't really care about your points composition, so long as you fill the required troop/elite/hq/heavy support/fast attack options for the scenario. I know one guy takes tons of elites and HS rather than a lot of troops for his 'nid army. Granted, THAT is rather unsporting, but if you actually have about 40% troop comp, then it shouldn't be too bad no matter how many other TMCs you decide to field. I personally like warriors, despite their cost and flimsyness. I just hope they get beefed up for 4th ed. I don't like the 'stealer models either, too ugly, but I think the new ones look pretty decent . I'll definetely be using them once they come out!
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my rule/guideline is 25 guants and 1 TMC every 500 points. so in 1500 points ill ahve 75 guants, and 3 TMC's. it works out. then i add in some warriors (i love em too korias ), genestealers (like clarkydobbs said genestealers are a must for high armored troops/high toughness troops, and vehicles), and watever will be:
a. effective againsnt the opponent im playing if i know who im facing
b. somehting that happens to tickle my interest at the moment im making my list(biovores, ravaners)
but taking no stealers, and little TMC, your putting yourself at a real disadvantage rite form the get go. TMC are hardly overpowered. they are onyl toughness 6. not that godly, and have no inv save, and can be picked out...the list goes one.
<insert witty remark here>
Usually I have fewer gaunts than you salamander but that is only because I don't own so many models yet, but to pump up points and add extra punch in the assault I often use Raveners
most effective gaunt = scythegaunt
cheaptest gaunt = spinegaunt
best gaunt = leaping gaunt (+ scythes and nothing else)
worst gaunt = all possible upgrades
second worst gaunt = upgrades
well..the last one reflects just my opinion
actually, charging harvester, it really depends on the situation;
in a seeding swarm, toxicspinegaunts with enhanced senses can work wonders, (it's like dropping 15 spacemarines within range of the enemy intact, but at 2/3 the cost)
against certain opponents, deathgaunts, (11 points, leaping and txn scs) are just worlds better than scythgaunts, (wounding on a 4+ instead of a 5+ is a godsend)
scythgaunts are next to useless without the support of TMCs and other "killer creatures", since against most opponents with decent armor and toughness, they won't really do much except hold them up and die... if you want cheap fodder that'll get there quick, you may as well give a spinegaunt leaping, (8 points as opposed to 9)... although, I am a fan of scythgaunts, I prefer deathgaunts for the added strength
As stated before you are crippling yourself tactically. I understand what you mean about taking lots of TMCs but there are plenty of other options. I only field 2 TMCs in my 1500 pt army but have a total of 10 species (I only mutate guants for a hivenode ).
I would look to diversify the army rather than waste points beefing up gaunts which will never make there points back in kills(well its possible... but unlikely).
you could always try different bioweapons from the usual (spike rifles or stranglewebs). They are more expensive but very cool weapons