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  1. #1
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    i was just wondering.. is it worth getting lictors? i used to use them, but i just assaulted vehicles and they usually idn't get their points worth, while dying.
    I stopped using them, and moved on to having lots more points for my army, but now i have read a few posts telling people how to use them better, but i am still torn between having lots of other stuff, or tying up enemy squads.

    Also, i have gaunts with spinefists and toxin sacs, but i have learnt about gaunts with just a spinefist, and i don't know whether to have strong, shooty gaunts that are good in combat and shooting, or have lots more gaunts to soak up fire but being quite a bit weaker. I don't know! :unsure: :hmm:

    Please could anyone help me, because i want to improve my hive fleet before i face my friend in a campaign. Thanks heaps in advance (Y) ^_^


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  3. #2
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    Originally posted by hilo_8292@Sep 21 2004, 07:51
    i was just wondering.. is it worth getting lictors? i used to use them, but i just assaulted vehicles and they usually idn't get their points worth, while dying.
    I stopped using them, and moved on to having lots more points for my army, but now i have read a few posts telling people how to use them better, but i am still torn between having lots of other stuff, or tying up enemy squads.

    Also, i have gaunts with spinefists and toxin sacs, but i have learnt about gaunts with just a spinefist, and i don't know whether to have strong, shooty gaunts that are good in combat and shooting, or have lots more gaunts to soak up fire but being quite a bit weaker. I don't know! :unsure:Â* :hmm:

    Please could anyone help me, because i want to improve my hive fleet before i face my friend in a campaign. Thanks heaps in advance (Y)Â* ^_^
    [snapback]216508[/snapback]
    well i'm like you i don't use lictors cus i didn't think they were worth the points for what you get. i have read alot of post on here about how good there are so i used one in my last battle , it never got to attack but the fear factor was good no one would go near the woods , i'm still not sold on them as like you i like to have lots of troops but if i play another 3,000 point battle i may use 3 just to try them out. In answer to your question i would go with troops for now
    If it lives it will be consumed

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    Supreme Evil Overlord Dreachon's Avatar
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    also fielding large numbers of gaunts is also a great way to give a phycological blow to your opponent and spinegaunts are perfect for the job

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    Trust me.... LOAD up on Spinegaunts.... at 5 points a piece, they can move, FOC, and keep moving as a distraction.... if your opponent kills all the big important stuff.... then he has 100 Spinegaunts to worry about that are within charge range!!! :blink: hehe.... in a 500 point game you could have about 70 or more of em... isn't that great? :shifty: ENJOY!!

    Lictors are good, but i would limit them to 1 for every 1,000 points..... that way, they won't soak up to much or your points...... and still serve their purpose.... (Y)

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    so you guys don't think that my toxin sac spinegaunts are worth it?

    I did some calculations, and they spinegaunts did more wounds, and they have more guys to soak up fire. So tonight i will probably rip off the toxin sacs(lucky i haven't painted them&#33 and change my species list a bit and my army lists.

    thanks

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    sorry to bother you again, but in 1500pt battles with 30 spinegaunts, would it be better to have two squads of 15 each and each squad having a hive node, or is it better to have one big squad to swamp the enemy? :unsure:

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    Originally posted by hilo_8292@Sep 21 2004, 01:51
    . . . and i don't know whether to have strong, shooty gaunts that are good in combat and shooting . . .
    [snapback]216508[/snapback]
    There is no such thing. You have much better options than gaunts if you want powerful attacks that hit a lot. Gaunts are good for three things: tying up enemies, taking a lot of wounds and taking so many attacks that at least a few have to go through. The more upgrades you take, the fewer gaunts you have. The fewer gaunts you have, the fewer wounds you have and the less time gaunts can tie up enemies and the fewer attacks gaunts can make. To express this mathematically:

    5 gaunts with spinefists and toxin sacs (40 points) (to-hit and to-wound numbers are unweighted averages against all enemy w.s. and toughness levels)
    Range: 5*.5*.35=.875 wounds
    The pursuant charge: 10*.467*.35=1.635 wounds

    Compared to 8 spinegaunts (40 points)
    Range: 8*.5*.267=1.068 wounds
    Then the charge: 16*.467*.267=2 wounds

    So, in the small space of forty points, taking the toxin sacs upgrade costs you .193 wounds in shooting, .365 wounds on the charge and three wounds on the defensive. Great upgrade, huh?

    [edit]Ahh, you snuck in about removing the sacs while I was posting. Good work.[/edit]

    thank you and good night

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    Supreme Evil Overlord Dreachon's Avatar
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    numbers are the golden key when it comes to gaunts and their succes
    the only gaunts I have used are Spinegaunts and Hormagaunts

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    Originally posted by hilo_8292@Sep 21 2004, 09:52
    sorry to bother you again, but in 1500pt battles with 30 spinegaunts, would it be better to have two squads of 15 each and each squad having a hive node, or is it better to have one big squad to swamp the enemy? :unsure:
    [snapback]216552[/snapback]
    I take 2 squads of 16 spineguants in 1500 pts. thats an extra unit tied up in CC while the Cavalry (well Nids have hooves don`t they) arrive :lol:

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    just to play devil's advocate, I like to give my leapers toxin sacs, and sometimes adrenal glands for the extra initiative... after all, if you kill a bunch of marines before they have the chance to strike back, that increases the survivability of your gaunts, and can make up for the three extra points per gaunt that you loose to shooting.
    <a href="http://www.liquidgeneration.com" target="_blank"><img src="http://www.liquidgeneration.com/quiz...ard0.jpg" border="0"></a>

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