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personally i think dovours are the crpest weapon you could put on a guants, there more points there less effective, for the extra range you dont get much else the strength modifier cansels most benefits, heres an example
16 termaguants=16 shots 8 on average hit and from that about 4 wounds due to strength modifiers on a unit of space marine
16 devorer guants=32 shots 16 on average hit and then rounding up 3 wounds are caused due to strength modifers, the range is worthless due to the fact the space marines could move and rapid fire
Te only difference is for squad of 16 termaguants it costs 96pts but for a squad of devourer gaunts it costs 112pts now does that seem fair to you
the only other thing is if the space marines want to go into cc youll probably get the charge but is that worth it
You said that you get 32 shots but you still get 16 I THINK Because i dosent say +1 A it says Assult x 2 with means when i close combat you get 32 attacks unless you charged then you get 48 attacks i think. so id go with Termagaunts.Originally Posted by bloodthirst
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assault 2x refers to the gun not cc its on pg29 of the rulebook sp you do not get the extra attacks in cc but in the shooting phase x=shooting attacks when the codex refers to ranged weapon symbiotes
purely by the numbers 16 termagaunts should get 6 wounds and 16 dev gaunts should get 4 wounds on marines. I think you forgot the reroll to wound.
devgaunts with toxin sacs are not bad if you sit them in cover and lurk them the whole game.
16 of them get 32 shots, 16 hits, and 8 wounds on marines. against t3 armies they get 12 wounds. thats not bad considering they get a 4+ coversave most of the time.
The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed
16 spinegaunts shooting toughness 4 : 12 hit & 4 will woundOriginally Posted by bloodthirst
16 termagaunts shooting toughness 4 : 8 hit & 6 will wound (living ammo?)
16 devourer gaunts shoot: 16 hit & 4.8 wound (living ammo?)
16 devourer gaunts with toxin sacs shoot: 16 hit & 8.8 wound
16 spinegaunts shooting toughness 3 : 12 hit & 6 will wound
16 termagaunts shooting toughness 3 : 8 hit & 7.2 will wound (living ammo?)
16 devourer gaunts shoot: 16 hit & 8.8 wound (living ammo?)
16 devourer gaunts with toxin sacs shoot: 16 hit & 12 wound
points cost per wound: tough 3, tough 4
spinegaunts 13.3 20
termagaunts 13.3 16
devourer gaunts 12.7 23.3
devourer gaunts with tox 13.3 18.2
Statistically speaking termagaunts are probably the best choice. They can also glance AV 10. However in practice you will only rarely get more than 1 shot before getting into CC. Devourer gaunts can be used to cheaply hold a flank. They have enough range to be a threat. You can lurk them in cover to slow enemy movement on your flanks. Or for more fun give them WON so they get an endless supply of pain.
nice stats there,
but youd have to put points in so that peopel can see how many of each unit their will be for the same amount of points which will make a big diffrenece.
the good thing i suppose is you could draw a squad away as the moved towards you but that would involve getting rapid fired each turn but all the s have to do is move once and there in rapid fire range and yove got to expect a squad of space marine to pass there leadership test but i just dont like the points cost
I'm a major advocate of spineguants. While with those upgrades, the average termagaunt/devourgaunt/etc will be dealing more wounds/shot than a spinegaunt, you will wind up having less models. All species of guants, as we well know, die against most basic weapons (Tau, Eldar, SM, Necrons, and all sub-species thereof). Also, as soon as you enter shooting range, you usually enter "threat range", the range that, during the next turn, your opponent can charge you, rendering your shooting useless.
While spinegaunts will cause less wounds during the shooting phase, each gaunt will cost less, hurt less when they die (for you), add more wounds to the squad, and add more attacks/outnumbering value in close combat. In addition, when in synapse range, gaunts do not flee from a close combat, EVER, and having more wounds will allow you to keep this squad in close combat until your close combat elites, such as genestealers, arrive to mop up the enemy.
While devourgaunts/termagaunts/etcgaunts will all surpass spinegaunts in shooting, they all are equal in close combat and durability, which is why gaunts should be taken in the first place. Gaunts are meant to horde, swamp, and tie up the enemy, blocking LOS until your slower but deadlier close combat units arrive to finish the job. And, while Tyranids CAN be good at shooting, this should be reserved to the slow units, ie walking tyrants, carnifexs, and the like.
So, in summary, my advice is to go for quantity, not quality, and use gaunts to hold the enemy until your deadlier units get into the fray.
My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.
16 devourer guants vs 7 space marine
if devourers get 1st turn in shoot of...
16 devours cause 5 wounds rounding up in favour of the gaunts 2 sm are killed
5 sm move 6" and rapid fire they cause 5 unsavable wounds so on vic points sm win by 12 points as i added points difference as well
16 termaguants vs 6 space marine
if termaguants go 1st...
15 flesh borers cause 6 wounds 2 space marine fail save and are killed
4 space marine pass there morale check and rapid fire and the cause 3unsavable wounds against the guants. so on vic points adding the pts differnce on to the sm score thbe guants win on vic points by 6pts as i added points differnce to the space marines
so termaguants win the shooting by 6pts where as the devourer guants lost by 12 points
I have done all the math myself in determining which gaunt to use.
Yes, in theory certain gaunts to better than others in shooting, but come on, if you are doing heavy shooting with Tyranid (esp gaunts) you are playing the wrong army.
As stated earlier, the most you'll probably get is 1 shot anyway.
The whole point of gaunts is to get them into cc. The shooting is kind of just a "bonus" simply because they get practically nothing for armor saves. They die to simple bolter fire easily.
First of all, I don't like hormogaunts. They are the best in cc, but they have 2 main drawbacks. They can't shoot, and they cost twice as much as a spinefist gaunt and die just as easily. Any gaunt's base stats for Str, Tough, and init are the same for any gaunt. The only advantage is WS which doesn't affect the "to-hit" for attacking another with WS 4.
It might sound like I'm contradicting what I said earlier, but don't underestimate the shooting aspect. I'm not saying Tyranid shooting is useless, just that it shouldn't be relied upon.
Now, the other big thing you have to worry about is point cost. A hormogaunt with upgraded strength is almost that of a marine (with a lousy armor save). While a spinegaunt with upgraded strength costs about half that amount and the strength helps both with shooting and cc.
My opinion: Unless tailored for a specific strategy, I go with spinegaunts with upgraded strength. 20 of them shooting at marines will hit 15 times, wound about 7-8, and about 2-3 should die. And in cc on the charge you will kill about that many. They on the other hand have to kill off about twice as gaunts to make up for their points.