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Are hormagaunts worth there points anymore? I am starting to think that spinegaunts or fleshborer gaunts are better for there points than hormagaunts. In the old codex I used scythgaunts and you could get a lot of attacks for very little points and now you have to spend a lot of points for the same amount of attacks.
Even with any biomorph I don't think the hormagaunts are very good, because you are just paying more points for something that will die just as easily, and I think they are less effective for there points.
If someone could give some input on this or do statistics for how many kills per points against any or all of these armies: SM, eldar, DE.
<-- that room over there in my avatar is full of people who think you are funny...BURN...
"There are some who call me...Tim?" - Tim the Enchanter
The early bird may get the worm, but the second mouse gets the cheese.
Shooty gaunts are kinda a meat shield and the homies are more of a kill whatevers leftover from the shooting (which would be most of it)
well they got a 12" charge and thats not to be taking lightly. on the other hand you get 2 speine gaunts for the price of onnne horma.. i use a mix of both. but i belive in the strenght in numbers ;D
Rather look at is like this.with hormas your 1 turn earlier in combat then with spines or all the other shooty gaunts.that is also one less round shooting.
kinda like the lictor will not kill its points but it will earn its points back.
take smaller squads like around 16 dudes. they can tie up more important units like walkers from destroying your important units.
I love fielding 10,000 points per-player. DECOS all the way baby.
Nurgle Demonic Legion: 19W-3L-5T.
Tyranid All Shooty List: 10W-5L-6T
Is it too much when you can field 20k in fantasy?
Hormies are now treated as more of an elite killer. If you give them upgrades, they can beat down most foes with souped-up initiative, WS, str. Also, if you charge them correctly, you can get in alot more attacks than, say a brood of gargoyles. The only way I use them is to creep up the flanks to stay out of range/los of most shots. Then crash into the flanks of your foe and cut them up, bad. If youre not going to soup them up I'd just take gargs, much more versatile IMO and almost as good in combat.
I stick my hormaguants in any available cover, along with some warriors for synapse. My spinegaunts and MCs then run up screaming, protected only by sheer numbers or toughness. The hormies go to the exact edge of the cover, and can rely on receiving little fire (23 spinegaunts, a winged HT, a carni with 5 wounds and some genestealers in a 1000 pts. game will head through open ground and pose the largest threat.) The hormies should easily be able to charge the enemy from cover, and with a 3" kill zone can count on getting over 60 attacks. I use the extra charge range to insure the hormies will never spend a second out of cover in the opponents turn. The funny thing is they are usually in the middle of the board.
Last edited by Baratos; July 25th, 2005 at 02:17.
Hive Fleet Furi Kuri 32/21/4
Tomb Kings: 8/5/2
Im in ur Halo, killin ur covernantz
Personally, I believe that either will work just fine (Hormagaunts and Termagants). I lean more towards Termagants, however, because they have an edge over Hormagaunts in games such as Escalation, when not in Synapse -- both can lurk but only Termagants can shoot --, in being able to pop AV10 vehicles (Land Speeders, Rhinos, etc), and most importantly (to many), in being able to mass. For 120 points you can field a brood of 20 easy. For the same amount of points you can only field 12 Hormagaunts.
This doesn't go to say, however, that Hormagaunts are bad. Why, the current list I'm cooking up features 'em and I have no problem with that fact. Only thing is that I won't be using them in the manner that almost everyone else does -- which is to run them across the tabletop and get into assault as fast as possible. I plan on incorporating a bit of The Wall into my army -- which, for those of you who don't know, is an old tactic forged in the days of second edition when TMCs were used to block LoS to valuble Troops like Genestealers.
What I can say that applies to both though, is that you shouldn't go piling biomorphs onto 'em. Why, you ask? Because when it all boils down, the fact of the matter is that a 14+ pt Hormagaunt will die to bolter fire just as easily as a basic one. By not going crazy with biomorphs, you'll be able to field more models for less and overall, have a better chance at victory. Quantity has a quality of its own.