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I was wondering what other people used gaunts for they dont seem like good shooting units(im a noob to 40k so pls correct me if im wrong)and wondered if anyone used the without number rule.
Gaunts are just as good in shooting as your basic guardsmen, they have the same BS
They're like super-grots. Individually, they're not impressive, but they're cheap so you can have lots of them. With their new suped-up weapons, they're actually quite effective against poorly armoured troops. Against more difficult foes, they are at the very least a cheap screening.
Why do the survivors remain anonymous -- as if cursed -- while the dead are revered? Why do we cling to what we lose while we ignore what we still hold?
Name none of the fallen, for they stood in our place, and stand there still in each moment of our lives.
--Duiker, "Deadhouse Gates"
Thanx for the help.
I end up using them to support my heavy hitters or to tie up enemy units for a few turns so they cannot shoot at me. Used in conjunction with a Tyrant or Warriors attacking a Space Marine squad, a bunch of spinegaunts can effectively keep the hidden powerfist away from your better units (that are munching the rest of the squad). Just see how annoyed the power Marine player gets when you have 16 spinegaunts on him, with 1 in base to base with his Sgt and only a few inches away a Tyrant is butchering 3 Marines per round of CC.
Also annoying for them when the big spinegaunt unit has his squad tied up in hand to hand, making his three plasma guns useless, as your Tyrant just strolls on up to say hello.
Also, as said, they do a good job against rank and file troops with their shooting. Spinegaunts can dish out a bunch of twin-linked shots, which makes up for their poor WS. I have even found this a fun tactic to use against demons, since many just get their (poor) invulnerable save. 20 twin-linked spinefist shots can quickly earn you some points back.
I like spinegaunts, as you can tell, and also termagants. The latter for their ability to glance light armor (or a predator's rear armor) and also the rerolls to wound with the fleshborers against Space Marines are nice.
I use termagants to back my army, they tend to weaken the enemies front line.
This is a great use of Spinegaunts. Ive tied up a wraithlord many a time with a large brood of spinegaunst until my broodlord can come and finish it off.or to tie up enemy units for a few turns so they cannot shoot at me.
Ive also had spinegaunts kill 5 veteran space marines in CC
Hive Fleet Fuzzy Bunny: Lots and lots of points of Nids (4000pts+)
The Chapter of the Damned: 5500pts of Dark Angels
The Children of Fulgrim: 5-6000pts of Emperors Children
The Kabal of the Bloodied Claw: 2000pts of Dark Eldar
Then you'd had to be awfully luckily with passing your LD test or within synapse to pull that off, since you already lose the combat against a wraithlord.Originally Posted by Havarel
But gaunts are indeed very goodfor tying up other units, if the brood is large enough it will take quite some time to get rid of them, especially when there is something even nastier with them.
I think gaunts are a great distraction. They provide a huge number of targets for the enemy in the attempt to save your more expensive troops. they not only provide a target for the enemy other than your cc specialists, but while in combat, as already mentioned they are hard to get rid off, especially against non cc oriented troops. they are definitely worth the 5pts or so for my freinds, the spinegaunts.
It's also a lot of fun if your playing against an IG infantry army and you have a gaunt based army, very intimidating and you outnumber them by massive amounts.