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What would be the best Choise against space marines.Basic hormas and take a few more.
i Think with 2 biomorphs Hormis get to expensive.so what would be best toxins so you would on a 4+ or the initiative upgrade to get the first attack?
If you want a biomorph that enhances your punch, go for WS adrenal glands. They give you +33% punch for half the cost of toxin sacs which would give you +50%. Furthermore they also work defensively against high WS characters.
It's more important to strike first though, initiative adrenal glands are extremely helpful against marines. If you can spare the points, then even go for both adrenal glands. A WS5 I5 hormie is definitely better than a S4 one, at the same price.
Last time I played, I saw hormies with WS-5 and I-5 and S-4. Personally i think this is overkill (since ur hormies cost more than the marines ur killing) but the fact that your throwing around 50 dice, hitting on 3's and wounding on 4's... those marines died very quickly. Overkilled by double i think If u got the points and you know how to use them, these decked out gaunts will eat almost whatever you give them.
Then again i fear the day when marine players decide to deck out on marines...like 70+ of them in 1500pts, with only a few hidden power fists and heavy weapons.
They can actually outnumber us bugs if we use standard lists!
Ironically, I'm usually outnumbered when i play against any list (No i'm not kidding and Yes i do win most of the time).
When ppl see that they outnumber you, they tend to make some mistakes that you can capitalize on (ie. marine player sent his two squads towards my stealers which were out of range of his bolters. SMurfs died next turn). Being outnumbered is not a big disadvantage unless ur playing table quarters.
Depends on your list of course. If you're high on the stealer-count and monstrous bugs, then being outnumbered is quite normal. For a gaunt heavy 'nid list it's a catastrophe.
I agree with DoubleA, I've fielded Toxin Sac Gaunts and Adrenal Gland Gaunts (both weighing in at 12 points per gaunt) and the Adr Gland works much better, even against Marines. I think, if I were to only take one, I would always take the Adrenal Gland for Init. Hitting and wounding at a higher % rate is nice, but going first and denying your opponent hits back (kill as many Marines as you want at Init4, they still get to strike back that turn) is much more valueable.
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I have never used hormagaunts. I had 30, but in 1500 point battles I prefered 50 spine gaunts and stealers to hormies so never used them. THe 50 SG's easily tie up anything I want to kill and fielding 20+ stealers gives me a lot of rending claws that the hormies don't. I have never had a problem in winning either, only defeated twice since I started playing nids 9 months ago and have had over 25 battles. I may be unique in not using them, but for 12 points each they are just too costly.
While it is true that the adrenal gland upgrade for I is incredibly useful against SMs, Eldar, and other high-initiave foes, it is fairly useless against those who have lower initiative. One thing to consider is that the Hormies already have above average I, so against many armies they will have higher initiative than all but the characters (who oftentimes wield strike-last weapons such as fists anyway). The same applies to the WS upgrade, which really isn't even that potent when the upgrade does take the effect that was desired. Additional strength, on the other hand, is always useful. There are almost no foes in the world of 40k that a strength upgrade will not help you with. Of course, if you know you'll be fighting a high-initiative army, give em the adrenal glands, by all means. But don't overlook the versatile advantage that comes with toxin sacs. WS simply isn't advantagous enough to be worth it.
This discussion has been done numerous times in the past. Statistically, giving hormies both Adrenal Gland biomorphs will statistically perform better than just the toxin sacks biomorph for the same number of points.
I identify my targets for the unit when I create the army list. I use Hormagaunts to hit other infantry models. Since the majority of players are marine players I typically assume MEQs as an enemy.
Adrenal Gland (+1I)
Hitting first is ALWAYS preferrable, no matter how good you are in CC. Dead enemies cannot fight back. I always take this biomorph so I will strike first against almost anything.
Adrenal gland (+1WS)
This biomorph will typically only help when you attack. When your opponent strikes back his rolls are only affected if your WS is more than twice his, typically not possible with hormies. I typically take this biomorph as it increases the chance to kill and therefore allow fewer models to strike back.
Toxin Sacks (+1S)
This biomorph also only helps when you attack. I typically never take this biomorph as it has lackluster capabilities for the points when compared with both AG upgrades against marines.
I play a swarm army so every 5 points saved is another Gaunt. So, I like to streamline my biomorph purchases, especially for models with practically no armor save.
I do not criticize. I do not offend. All I offer is my opinion which means only as much as you make it.