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Im building 8 Spine Guants and im wondering if i should trick them out. I was Thinking about putting toxic sacs(S+1) and adreanlin Gland(W+1) so they are the kind of guant that will be good at shooting and going into CC. But then i was think if i get them in CC would i be abusing the fact that Spinefist gets to Re-roll misses in shooting. im confused on what role will the spine guant play in. help me please.
NO NO NO, never ever start with tricking out spinegaunts, they have only 1 role to be cannonfodder and for that they need to be as cheap as possible.
Leave them as they are basic gaunts + spinefists, nothing else needed for them.
Grudge the one point you have to spend on the spinefist. Wish you could lower their WS to one if they would cost one less point.
They are just there the swamp things and die. Save the tuning up for your real killers, like warriors and what not.
I want them as cheap as they can be. Recently fought Tau and tied up a stealth team with 10 spinegaunts until some warriors could arrive and kill the stealths. Even though the stealths were slowly crushing them (he was making all of his saves, the bum), I did not hold a grudge. Simply denying the stealths their ability to use those evil burst cannons was worth it in my book. I will gladly throw away 50 or 60 points of spinegaunts to stop the enemy from an effective round of firing.
I tend to think of spinegaunts as extra wounds for my genestealers and warriors, every time a spinegaunt gets killed, it could have been a stealers that costs 4 times as much. the fact that they can shoot.. well, its a nice bonus, but dont kit them out or upgrade them in anyway.