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Thread: Gaunts

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    Gaunts

    I am not posting this to find out which gaunts are "better" statistically or trying to create a vs. topic. What I want to know is simply what is everyones preferred gaunt type and why. I would like to weigh the pros and cons to each.


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    When I use shooty gaunts, I prefer the 10pt Devourergaunts. Park them in cover and you get a lot of 18" range shots. They die rather fast, because they don't have nearly as many wounds as cheaper gun-gaunts, but they dish out more firepower than the equivalent points worth of others.

    As for Hormagaunts, standard hormagaunts are pretty good, but +Ws and +I 'gaunts I find work better. Sometimes Toxin Sacs thrown in too, if I absolutely know I'm playing somebody with way too much T5 in their army.

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    Quote Originally Posted by chrsjxn
    When I use shooty gaunts, I prefer the 10pt Devourergaunts.
    is good for a few early shots but once your opponent figures out how dangerous they are gaunts die quickly.


    hormies are good as is no upgrades.
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    I go with Fleshgaunts, straight up 6pt models. I find this gives the best balance between decent shots (S4!) and a decent number of wounds. Ok, so their range is lacking slightly, but my 'nids are all about close up firepower.

    I save my Devourers for my Tyrants and 'fexes.

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    Spinegaunts kill more per point than any other gaunt not only by using their guns, but also in cc. Quantity over quality (for these guys anyways :p ). Spinegaunts even rack up more kills on the charge per point than hormagaunts. Although not as fast as hormies spinegaunts are half the cost! IMO spinegaunts are the best gaunts. They truely outline the meaning of cannon fodder.
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    i like my Termaguants because there cheap at 6pts per model and they have decent firepower although sucky range. But i think the benifits of termaguants make up for the lack of range. Common' guys do i hear living amunition.

    But its also nice when you can tie up some powerfull squads with some faster guants like hormaguants i mean move, fleet, leaping. if your lucky you may get to someone in your first turn and if not your seconed.

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    I like termagaunts, the one point more over spinegaunt gives you an increased strength weapon AND you get to reroll wound checks.

    I luv stock horamgaunt with their scythes and leaping. Occationally I consider giving them the improve init so they strikew faster than SMurfs which I have alot of players around here.
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    my award for the best gaunt goes to generic spinegaunts - as they swamp the enemy, and even occasionally throw a wound in. you cant really expect any more from the little 5point scuttlies, can you?
    plus at their points you can use them to tie up all the undesirable aspects of the enemies army!

    i consider it a bonus whenever they kill something (really, i have terrible luck). so i generally try to use them for the latter really
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    Termagants all the way. Living Ammo is worth the extra point!

    That's assuming that I take gaunts. Which I don't, hate them and never take them.
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    i did the maths on termies vs spines against SMurfs and here are the results

    60points =

    12 spines = 9 hits, 3 wounds = 1 dead marine

    10 termies = 5 hits, 3.75 wounds = 1.25 dead marines

    but each wound tells more on the termies, so its an odd set

    generally id say each has its pros and cons (spines have more wounds, terms cause more damage) so it would come down to preference between them.
    Apathy is its own reward...

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