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Do you guys give your hormogaunts(sp?) any biomorphs? I assumed the best way was to leave them at 10 points and take lots of them, in additon to lots of cheap gaunts.
But giving them an additional I or ws looks nice.
So what do you guys do?
He's coming for you...
Originally Posted by MasokisticAngel
Sometimes if I am fighting marines or necrons, I give them toxin sacs so I wound on 4+ instead of 5+, but I usually dont.
Alot of people agree that Hormagaunts, like shooty Gaunts, should be left slim. The most people usually give their Hormagaunts is Adrenal Glands for I5, or Toxin Sacs for S4. There are some people who do more and I guess it works for them.
Whatever you decide upon, try it in a battle before you represent it on the model.
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"
If a model has say, adrenal glands and toxin sacs on it, can you chose not to equip them with it?
I know equip them with something that isnt modeled in is frowned upon, but what about te reverse? Not using something that is on the model? (assuming you let the opponent know they are not really there)
He's coming for you...
Why bother with upgrades? when you get 30 upgraded gaunts for the cost of 50 bog standard you start to miss the point of tyranids 'horde' aspect IMO.
While not really a strategic reason, I can think of one very good reason for putting (reasonable) upgrades on your gaunts. It simply costs less money that way. Instead of having to blow $50US to add an extra 100-200 points to your army, you can simply improve some models. There are plenty of upgrades that, while not necessarily the best choice in the world, are still certainly perfectly good for a casual game. I'm using this approach to round out my 'nids as I'm currently a bit strapped for free cash due to the new Black Templars and the new Dwarf models coming out.
Regarding biomorphs, I don't see anything wrong with putting a few upgrades on the Hormagaunts. It depends what you're doing with them. If you're using them to kill, maim, smash, and destroy... you probably want to beef them up a bit more than the base stats. If you're using them to tie the enemy up for a little while, you're probably better off with more models. Hordes are fantastic, but there needs to be some sort of kill mechanism (I forgot that when I was first planning my list. I think a few Rhinos would have given me a bit of a problem. )
upgrades? ptfff, who needs upgrades.
They have an armor save of 6, their going to DIE!!! Making them more costly is dumb, nids need numbers....let alone in the gaunt department!!!
Ok On regular guants I try to keep them cheap at 5pts a figure. Now hormaguants is a differnt story and I will tell you why. I need something that can tie up the enemy unit for at least one turn. Cause if it is in cc then you are not getting shot at. As you know hormagants can move>fleet> charge 12. Which most of the time gets them out of synase range. And when you buy no upgrades for hormagaunts they will usually lose the combat which will cause them to check morale at 5 or less . I give them either I and WS or I and STR. Most of the armies I fight are SM. It will give them a good chance of hanging around after the inital contact.
Depends on who you are facing, might seem obvious but upgrading their I is a waste when facing necrons, but marines it might reduce your losses. Same for WS, useful to give you an advantage in CC vs marines or crons but IG... whatever. I personnally subscribe to the school of thought that it is more important to get as many to hits vs to wounds. this is assuming things are balanced. Armor upgrade? weigh the points, upgrading the armor on ten horms is the same as buying another one, although who are you going to be facing marines with a AP of 4 or IG with an AP of ... uh do they even have an AP on a lasgun? Roll the dice yourself, a 5 save might be handy in CC saving 33% of the time. But they are gaunts so they should fulfill their role and die in droves, hope this helps.
I have been play testing with Hormy upgrades the last few weeks. I am no statistician, so I don't have all they crazy numbers but I have had the most success with +1I and +1WS, it means hitting first and having a chance to hang a round instead of getting wiped in a sweeping advance. The hormies in my army have worked well as a hammer. Scoring many kills. Bringing up to 96 attacks on the charge will put some hurt on any enemy. Most smart opponents try very hard to thin this brood of 32 Hormies as quickly as possible. I tried giving them the strength upgrade, but found it not as effective. It does give them a very slim chance to take out a vehicle with 10 armour, but against marines the +1ws makes marines hit on 4's instead of 3's. More survivability for 1 pt instead of 2. Take it for what its worth. PLay test some and make your swarm to your liking.