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Here's the dilemma I am currently considering:
Do I make a single squad of 32 Spine Gaunts and a single squad of 32 hormagaunts or do I make 2 squads of 16 of each? Keep in mind I'll have 2 squads of 4 CC geared Warriors out providing the synapse.
Here's what I am considering for the 32:
Takes 8 models to cause a leadership test assuming that the 4+ Warriors are dead. Most likely they will make combat before falling back.
Less tactical flexibility. with 32 I am a humungous swarm that can essentially go one place.
Here's what I am considering for the 16:
More tactical flexibility.
Cons: Still should make the front lines but potentially without enough models to overwhelm the enemy. Also, if Warriors are dead, this unit will be easy to route.
As of now I'm thinking that I'll have 2 squads of 4 CC Warriors, 2 squads of 16 Hormies, 2 squads of 16 Spine Gaunts. Most of the time I'll probably set them up together anyway as I've found it's not wise to string out a Tyranid army along the table edge.
i would go with the smaller squads. one trick we always used on a nid player was to get a dread in cc with his guants whenever they got near and that not only eliminated the threat of the guants but we also had a giant piec of terrain to hide behind.
with the smaller squads you can still have them run side by side to over run enemies and the small squad limits how many can be killed by forcing them to concentrate their fire on only half of them. you can run one in front of the other.
besides, in my experience, you're facing a hardened vet if you don't get guants in cc by turn 2
Squad size for gaunts is basically irrelevant without synapse, as you'll need to take an LD test to perform any action other than lurking... I'd only take a 32 strong squad if you needed the other troop choices in your FOC, otherwise split them up.Originally Posted by warPEZ
I have definitly decided to split them up. Now I've got to figure out how to get some anti-tank stuff in my army list.