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just after some experimentation....
well i fielded a swarm army with hormies, spinegaunts, a brood of genes and 2 warrior broods for synapse. id constructed this army to see if it could work and to practice synapse control, cept, i noticed one major problem... gaunts just dont manage to do enough =/
so my question is...
when is it that its effective to field gaunts as a main attack force rather then cannon fodder, cause my games have pretty much shown me that gaunts are good for nothing other then cannon fodder with the occasional kill
When you're fighting another Tyranid player (seriously, provided he's not playing a Godzilla list). Orks too, come to think of it. Gaunts can absorb their choppas and usually charge the Orks, denying them their bonus initiative.Originally Posted by Dark_exCal
But... against anyone else? Genestealers and fodder-gaunts.
dont know about orks...
yeh sure you get the chance to charge, but before you get there, his shoota boyz will do a lot...
its all well and good for an ork player to say orks are bad shooters, till he whips out 20+ dice and goes "first squad... big shoota" :glare:
and with another nid player... maybe, cept i dont see hormies and gaunts doing too well against a stealer army
Short answer is: "Never"Originally Posted by Dark_exCal
Gaunts are never meant to be a main attack force. You COULD upgrade them to be such but then the cost per gaunt is very expensive and not worth it.
Their main role is to three-fold. A) Draw fire, Tie things up in cc, and C) Block movement lanes. Your main "attack" force should be things like genestealers, carnis, etc.
k thanks guys for the advice ^_^
Only if the Ork player rolls well. You outnumber him, you outshoot him, and even though he out-assaults you, you get first strike. Couple that with Hormagaunts which can deny him shooting entirely, and you might find that gaunts do decently against Orks... about as well as the Imperial Guard, with the added benefit of denying him the charge.Originally Posted by Dark_exCal
Although I have found that Ork players tend to have phenominal luck when it comes to killing things with ranged weapons they shouldn't normally be able to kill... *curses Rokkit Buggies...*They don't, but if it's horde vs. horde, the hordes tend to kill each other pretty well.and with another nid player... maybe, cept i dont see hormies and gaunts doing too well against a stealer army
yeh.... ork players seem to be unbelievably lucky -.-
*is tormented by memories of a kan holding up a broodlord and a full gene retinue for 5 turns, then exploding on the sixth turn*
I agree completely.Originally Posted by Laplace
They are effective against light troops like Eldar Gaurdians, Most Imperial Guard, most Tau, and some Orcs. Against other Tyranids it comes down to Generalship and who manages to charge first.Originally Posted by Dark_exCal
Against Marines and Necrons they do struggle. Which is where I agree with Laplace.
from my experience gaunts manage to kill stuff in CC if the opponent have regular toughness (3), bad sv (5+,6+,-) and you strike first... hm... not much eh? So generally gaunts would come out winning against kroots, with I upgrade maybe eldar guardian and dark eldar warriors. Homagaunts maybe can come out winning against fire warriors because they're so darn bad at CC... but their 4+sv really helps them. Against IG regiment the gaunts can manage to win IF the guards are at reasonable size... eg you can't win in CC against a 50man conscript regiment.
If you want to have a chance to win against the better models in the game you need to have alot bigger broods like 20+ but that's really too clumsy. I've tried and I actually managed to kick but with some homas against terminators and regular marines, but that was because they shoot at other stuff so my homas was mostly intact. Ofcause I didn't win only by homas but what I'm trying to say is you'll need alot of them... and alot of luck with those dices.
So I agree with the others... use gaunts mainly as meatshield... stealers are for CC!