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I wanto to use hormies but im not sure how to use them.
They're easy, use them as a kind of shock troops. They move very fast so you'll get an early charge with them, usually before say regular Guants, Carnifexes or Warriors. Even as squad of Terminators will find them making more saves then they want to and having wounds caused to them. The important thing to remember is that they need back up. After they have the first turn of combat they will die fast, get another unit in there. I usually have warriors near by or a flying tyrant, any thing that can almost keep up with them.
The biggest problem i run into is that to use them well you need to give them back up. This is usually Ok of me as i field a lot of units. If you run a swarm like me then you should be just fine. After you kill one unit, move one to the next.
If you pick the right unit to charge, or use them as an effective speed bump then you should find your self severely disrupting your opponents plains. For me I've usually seen it stop their advances.
You'll have to see what others say on how they use them. I'm sure some one has a better tactic them me.
Army's used: Space Wolves, Tomb Kings, High Elves, Tyranids, Tau and Eldar.
so they're like a first wave
I actually use them as outflanking shock troopers most of the time, taking one big group of 30, and making use of the Hive Commander ability. Thanks to Fleet and their crazy speed they're usually able to reach the enemy on the turn they arrive, most of the time tearing whatever they assault to pieces. If I play Space Marines, and have the points, I sometimes give them both glands and sacs, making them reroll 1/3 of their misses, reroll their to-wound of 4+ and generall kill anything they get into contact with.
Some mathhammer to simulate this: 30 Gaunts on the charge is 90 attacks. 45 hits on average, hitting an extra 7(.5), total of 52. 52 hits would lead to 26 wounds, plus an additional 13 wounds thanks to S4 and sacs, total of 39. A 3+ save will save 2/3 of the wounds, letting 13 wounds through. A 2+ save will save 5/6 of the wounds, letting ~6 through. That's an entire tactical squad, or 6 terminators.
To make this even more fun (and how it usually goes down in my matches), assume there's a Tyrant with Old Adversary nearby. 90 attacks -> 45+22=67 hits -> 33+17=50 wounds -> 2+ save lets ~8 through, 3+ save lets ~17 through.
Sure, 300 points for 30 easy-to-kill units may seem a bit pricey, but chances are they've gained their points back double or triple before the game is over, seeing as they're hardly the only dangerous target on the field.
Oh, man, doing that sounds like so much fun. I've always been attracted to the swarmy nature of the 'nids, and just zerg rushing an enemy with a buttload of gaunts seems right up my alley.
I know. I'd love to see my opponents face if I do that. XD If I decide to, I'll post a new army list in this thread to see if it works. What do you mean by Zergs?
Well, as you probably know, the Zerg are kind of like Starcraft's Tyranid Lite. Their little melee-only zerglings just seem like a direct analog to our dear hormagaunts here, especially since the strategy Zerg usually use with them is to just mob the enemy with sheer numbers-- zerging, if you will.