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Hormies are no longer beasts? Does that mean they move as regular infantry? Do they have fleet?
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
Hormagaunts are no longer beasts which means no more big charge in the assault phase. They do have fleet and another power that givens them an improvement on fleet.
So while they no longer race across the board, they are cheaper and will move slightly faster on average than other troops.
The ability monkey_king is refing to is quick, its fleet, but with 3d6 pick the highest.
Your friendly neighbourhood gargantuan creature
Hormies will average 5" on their fleet rolls, but only charge 6.
We loose speed, but they are a lot cheaper.
Tthe odds on the new fleet rolls..
best die: odds
6: 42.1% (91/216)
5: 28.2% (61/216)
4: 17.1% (37/216)
3: 8.8% (19/216)
2: 3.2% (7/216)
1: 0.4% (1/216)
avg = 4.95833333...
If you want the math..
Not6+ means anything less then a 6: 1,2,3,4,5
Not5+ means anything less then a 5: 1,2,3,4
Not4+ means anything less then a 4: 1,2,3
Not3+ means anything less then a 3: 1,2
Not2+ means anything less then a 2: 1
To get a 6, the possible combinations are:
1/216 = 1/6 x 1/6 x 1/6 = 6 6 6
5/216 = 5/6 x 1/6 x 1/6 = Not6+ 6 6
5/216 = 1/6 x 5/6 x 1/6 = 6 Not6+ 6
5/216 = 1/6 x 1/6 x 5/6 = 6 6 Not6+
25/216 = 5/6 x 5/6 x 1/6 = Not6+ Not6+ 6
25/216 = 5/6 x 1/6 x 5/6 = Not6+ 6 Not6+
25/216 = 1/6 x 5/6 x 5/6 = 6 Not6+ Not6+
= 91/216
To get a 5, the possible combinations are:
1/216 = 1/6 x 1/6 x 1/6 = 5 5 5
4/216 = 4/6 x 1/6 x 1/6 = Not5+ 5 5
4/216 = 1/6 x 4/6 x 1/6 = 5 Not5+ 5
4/216 = 1/6 x 1/6 x 4/6 = 5 5 Not5+
16/216 = 4/6 x 4/6 x 1/6 = Not5+ Not5+ 5
16/216 = 4/6 x 1/6 x 4/6 = Not5+ 5 Not5+
16/216 = 1/6 x 4/6 x 4/6 = 5 Not5+ Not5+
= 61/216
To get a 4, the possible combinations are:
1/216 = 1/6 x 1/6 x 1/6 = 4 4 4
3/216 = 3/6 x 1/6 x 1/6 = Not4+ 4 4
3/216 = 1/6 x 3/6 x 1/6 = 4 Not4+ 4
3/216 = 1/6 x 1/6 x 3/6 = 4 4 Not4+
9/216 = 3/6 x 3/6 x 1/6 = Not4+ Not4+ 4
9/216 = 3/6 x 1/6 x 3/6 = Not4+ 4 Not4+
9/216 = 1/6 x 3/6 x 3/6 = 4 Not4+ Not4+
= 37/216
To get a 3, the possible combinations are:
1/216 = 1/6 x 1/6 x 1/6 = 3 3 3
2/216 = 2/6 x 1/6 x 1/6 = Not3+ 3 3
2/216 = 1/6 x 2/6 x 1/6 = 3 Not3+ 3
2/216 = 1/6 x 1/6 x 2/6 = 3 3 Not3+
4/216 = 2/6 x 2/6 x 1/6 = Not3+ Not3+ 3
4/216 = 2/6 x 1/6 x 2/6 = Not3+ 3 Not3+
4/216 = 1/6 x 2/6 x 2/6 = 3 Not3+ Not3+
= 19/216
To get a 2, the possible combinations are:
1/216 = 1/6 x 1/6 x 1/6 = 2 2 2
1/216 = 1/6 x 1/6 x 1/6 = Not2+ 2 2
1/216 = 1/6 x 1/6 x 1/6 = 2 Not2+ 2
1/216 = 1/6 x 1/6 x 1/6 = 2 2 Not2+
1/216 = 1/6 x 1/6 x 1/6 = Not2+ Not2+ 2
1/216 = 1/6 x 1/6 x 1/6 = Not2+ 2 Not2+
1/216 = 1/6 x 1/6 x 1/6 = 2 Not2+ Not2+
= 7/216
To get a 1, the only possible combination is:
1/216 = 1/6 x 1/6 x 1/6 = 1 1 1
= 1/216
Last edited by Zarathustra; January 20th, 2010 at 16:11.
As of Tyranid 5th Ed. codex I have the Gaunts I wanted. I did, however, loose the sniperfexs I relied upon and they were more important then the gaunts.
They are slower but that just means you can keep them in synaps one turn longer than before which to me is only a good thing.
With the changes to synapse and instinctive behaviour Hormaguants aren't as dependant on synapse. Now if they stray out of synapse their instinctive behaviuor on a failed test means they run at the closest target. Certainly an improvement over having to run back towards the nearest synapse.
Agreed monkey_king I just like making sure they actually go after what I want them to hit. Not that I am to worried about them but I don't want them to charge something they can't kill ie dreads and such. But yes it is a definate imrpovement overall I just also see it as a liability.