Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Sorry about the delay. Here's the next thread!
Talk about all the usual stuff.
Hmm, seems as though no one really cares about these anymore. I won't bother posting anymore of these up.
I like the UOTW posts, because it has showed a lot of different strategies for units. Good job with them.
On the subject of termagants though, I dont really use them for much than camping on objectives. I usually place mine in a piece of cover so even if they fail their instinctive behavior, they do what I want them to do anyway. They are also good as a psychological weapon if my tervigon is running well and spitting out 12+ per turn. Other than that they might take down a couple models with fleshborer fire, but I never really count on them to do much.
It would help if more than one person replied to them though.
Ah well, thought I'd try do something successful. It worked in the beginning at least.
I run 20 devilgaunts in a spore. Great for dropping into cover and then blowing away infantry.
The Hand that guides.
I like my gaunts expensive. Usually unit of 20 with Devourers. The increased range and higher rof means they're actually useful, and paired with a shooty warror squad for synapse and Deathspitter threat make an interesting choice for opponents. I'm going to try podding the squad in for guaranteed 60 shot unleashing on the turn they arrive - enough to ruin most units' days.
I have too many armies to list in my signature!
I find I routinely undervalue Termagants. I find myself underestimating their capabilities in tieing up enemy units so that I can move in for the kill. As I build lists I forget about how the Tervigon buffs will make them effective killing machines IF I WOULD ONLY be more aggressive with the Tervigon and get them all into the mix quicker. And of course I never think about how even the remnants of chopped up broods make effective screens to keep an enemy unit at bay for just one more turn so I can rush that objective or get my Hive Guard into a more defendable position. Without them so many builds would simply fall part. Put Devourers in the hands of a large emough brood and they are doing some serious infantry mangling (as my more experienced peers have pointed out).
I have been off the board for a while, but I really enjoy this UOTW idea.
I try to keep my termies cheap, about 5 points a piece. Yeah, they're not the most useful in the world in terms of individual shooting abilities, but enough of them and you can still kill some people dead. :-) Besides, I would rather use those extra points that could have been used buffing termies to instead get someone who can do some real damage.
They do also make great meat shields!
Applaud, my friend, the Comedy is finished.
Hive Fleet Charybdis (1-0-0) and Grey Brothers Space Wolf Chapter (3-1-2) [W-L-T]
When you buy the devourer upgrade do all the gaunts in the brood have to take it or can i have half with fleshborers and half with devourers?
I'm torn between 30 in a single pack just to soak up crap, or 2 lots of 16 for pretty much the same purpose, if they get ignored then it will be at the prey's peril, for given toxin sacks they can be pretty painful.
I tend to try and use most of my nid army as 'here I am shoot me, that's it good prey, kill me' while my stealers in broods of 20 sneak in from the side and butcher their troops choices. Once troops are dead it's all over bar the shouting.