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Is it worth taking a unit of 16 of these guys. I want to fill up my troop choices and currently have (see below). I also have a brood of genestealers with my broodlord so am worried if I took another squad of genstealers I would have a limited number of troops. Any suggestions on what to do?
9 Genestealer (scything talong, extended carpace)
9 Genestealer (extended carpace)
6 Genestealer (feeder tendrils, extended carpace)
16 Hormagaunts (adrenal glands +I)
I personally field homoguants myself. But a unit of hormagaunts with without number is also a good investment. I used them in a game this weekend and they really did well. In a kill point game it would of been more devestating but in any other like holding objectivies they are awsome. In my game I played they held there little ruined building time after time as chaos marines and eldar pounded them. and then would keep coming back for more. So yes hormaguants are a worthy troop choice. I like Homoguants due to there great close combat abilities. Plus the fact the first game i played I charged 30 of them into some terminators and was victorious. They have been a found place in my heart since.
I do not think that you can WON Homagaunts. Check the codex.
That is correct you cannot field them as WON. Good to know someone else uses them though. Anything else people would suggest be used instead of hormies for 176 points?
Well I apologize in the above post. I was thinking of when I took a special unit for apopcoylpse. Which fielding a special number of things gives them that ability. so my apologies. and oh yes i use them alot. they are the main stay troop in my close combat army. If your ever playing apopoclypse games then you should look up in there big rule book the brood that grants them without numbers. It makes a beautiful addition.
Honestly, I like hormagaunts. They can take out marines and orks fairly well if they have +S, +WS, and +I (except against orks). The only problem is they're a glass cannon-> sure if they charge they'll destroy orks or marines, but they die really really easily to shooting.
Personally I like to use them even if they are overcosted.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
I usually have a unit of 16 in a 2000 point army. They are there mostly to get in fast and disrupt my opponents line/movement. They're not as effective now as they were last edition but they still are a solid CC unit.