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Putting the devourer on gaunt models seems to be rare among nid players. Most players seem to use spinefists to create the cheapest meatshields possible. These are also quite good at shooting with their reroll hits and wounds. Fleshborers are the second most common option. Devourer gaunts are the most expensive gaunts. Their devourers hit at a measly strength two. However, they seem to have a potential role as either a defensive unit or mobile fire support. Sure, if you use them as standard gaunts (meatshields, swarmers etc.) they'll just end up wasting tons of points for you. A creative use for these bugs is needed. Here are some potential tactics that I thought of.
1. Not Your Average Gaunt- Always remember that these bugs do not function like normal gaunts as cheap cannon fodder. Because they fail so miserably at charging out in the open (high points cost, low toughness/save) you must always use them tactically by hiding them in cover, behind other units, or out of lines of sight or range of enemies.
2.Unit Size- remember the high cost of these guys. 7 points is pricey, and if you give them a strength upgrade you zoom up to 10 points. Thus, small units that can hide in cover easily or go without notice (what opponent is going to devote firepower to destroying that unit of 8 gaunts hanging back in those ruins?). Also, even small units of these gaunts can lay down lots of shots with their 2x weaponry, so large units are less important.
3. Surprise- These gaunts don't work like classic meatshield gaunts at all. This gives you the advantage of surprising opponents, even those familiar with tyranids. First of all, few opponents will realize the 18" range on their guns, so use this to your advangage. Second, few opponents will realize the number of shots and re-roll wounds on their guns. This means that most opponents will not realize that these gaunts are a threat until you've pounded them with flesh-eating worms. Yummy.
4. Targets- Because of the low strength and lack of AP on the devourer, certain targets are best to focus on. I see two potential options. Targets with 4+ or better armor saves are a good target to shoot at. On 5-6+ armor savers are better targets for your spine or fleshb gaunts. However, the main decision when choosing targets is in toughness. If the brood has S2 (no toxin sacs) then focus on T5 troops when possible, and shoot at T6 troops if you give them the sacs. You'll still wound on a 6+ as though you were strength 3/4 even though you're only strength 2/3.
5. Groupings- These gaunts need synapse just like normal gaunts (arrg, I do miss ye olde hive node). One tactic is to form "clusters" or groups that fight well together. One set up I like is 4 ripper swarms in front (cause ld checks for shooting targets, tie up potential assaulters) followed by the devourer gaunts and shooty warriors/tyrant/zoanthrope in back. If you're fielding a godzilla list using the MC vanguard these gaunts could easily follow behind and hide, getting synapse and shooting with their decent range. Alternativly, you could just sneak a small brood along with the bulk of your army, getting synapse and not drawing much attention- until they can provide several devestating volleys of support fire.
Alright, well I hope this late-night scheming is interesting and/or useful. Let me know if you have any thoughts/experience using these buggers.
Spine fists only reroll hits not wounds. (ref pg 30 tyranid codex) you will see that spinefist does not have living ammunition listed as a special rule.Originally Posted by Seanchadith
there is another thread which links into this quite nicely so you can compare devourer gaunts against different targets as well as the other breeds of guantsLinks to this thread http://www.librarium-online.com/foru...-gaunts-2.htmlOriginally Posted by Carnifexus
Hope this helps
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Gaunts with devourers are pricey and because of this they are unpopular. They also have a longer range making them more effective and forcing people to actually think about what they're doing while using them.
People don't like to do that and prefer the easy to use but pathetic Spinegaunt. The Spinegaunt allows errors to be made because it's so cheap and expendible. It is also as I have said pathetic and rightly so being inferior to everything else means it will rarely ever do anything harmful to the enemy and only be expended as cannon-fodder.
The point is it is so pathetic it cannot be expected to succeed and therefore it's failure is all it could do and it's lived up to expectations.
Devourer Gaunts are actually dangerous, if given toxin-sacs. You will have to think when using them and many people have decreed that they are inferior and Spinegaunts? are superior. This means many people may ignore or underestimate them. This provides the perfect chance to wreak havoc.
The devourer can't penetrate because it has no AP but nothing has armour value 8 anyway so who cares.
Armour saves will get in the way if you're fighting lightly armoured enemies but Marines, Tau etc really won't care and a 5+ save is miserable so ignoring it isn't important.
Things that cannot be accounted for when working out the mathematics of Gaunt weaponry is an intellegent enemy and range.
Any opponent with a brain will find the gaps in a plan or do the math better than you so you have to surprise them Spinegaunts never surprised anything.
As far as range is concerned we all know the optimum range for our weapons but many things are in the way which are to unpredictable such as where the enemy models are and how many Gaunts you have.
If you have swarms of cheap gaunts with 12 inch weapons the ones at the front will force ones at the back to be out of range this cannot be predicted.
The devourer with it's longer range compensates for this and as such can be left out of synapse range.
Basically if you want that which is cheap and useless and will never force you to think and don't care if it dies and will never succeed and threrefore never fail then get the cheap and secure Spinegaunt.
On the other hand if you actually want something that can do something and will make you use your brain use Devourer Gaunts.
Thanks for the link Carni
i am a player who has 32 devourers ( i modeled them before the new eddition) Now i play with them but im am greatly aiming for Fleshborers. These gaunts sit in the front line soking up shots for my Harms to leap over and pubbl the enemy, but looking at it now the devourer is better used in a zilla army because they have more rappid firing shots and you want most of your points spent on big fex's and such.
Anyways i pretty have a swarm army and putting fleshborers seems to be the best idea, when facing against non marines devourers take down alot with one squad of 16 shooting 36 shots and re-rolling wounds. But its all the luck of the roll would you rather have cheap gaunts? or more rolls having a greater chance of acualy killing somthing.
Well ive been playing with Dev gaunts and they only get to fire....2 times max before getting totaled and finishing there job, but i mean on paper the whole 2 shots each is awsome. So i think i might remoddel all my gaunts.....all......36(ugh) but its worth is since all i would give them would be fleshborer and maybe some carapace to keep a couple alive longer ya know.
W/0 L/O T/3
Dont Leave Me Out There With My Ass Hanging Out In The Wind
Ah, 30+ devourer gaunts does not sound effective. Good luck with the modeling.
There seems to be a consensus that leaving them without toxin sacs (str 2) is best. However, although you will have fewer wounds/shots, there are several advantages from giving them the strength upgrade. First, they can actually wound higher toughness models. Second, they are fewer so they can hide/manuver more easily. Also, being fewer makes them seem less imposing, so the opponent is less likely to view them as a threat. They might even ignore them (suckas!).
First off the spine gaunt is not pathetic. At 12 inchs it is far more effective than a lasgun for a lesser points cost. Add to that spine gaunts are cheaper and you have a recipe for damage. Their fast movement with fleet means that they can get across the board quickly and fire on turn 2.Originally Posted by Leech
Now you mention thinking in your article. You must compare the 10pt devourer gaunt to a 10 pt hormie. These are different styles of play, but both will be killing your opponents troops on turn 2 Turn 1 if your lucky with devourer gaunts. Against an IG hormies get 3 str 3 attacks (on the charge) 3+ hit 4+ wound. where as devourer gaunts get 2 str 3 attacks 4+ hit 4+ wound reroll to wound. Hormies cause more wounds + they stop the whole squad from firing and block line of site. They also are now invulnerable to shooting.
Yes there are situations where devourer gaunts are good but termagaunts are just as effective against SM sure devourer gaunts may be able to shoot a turn earlier but they cost twice as much points wise....
Calling people brainless and stupid because they don't use devourer gaunts, because there not skilled enough to use them?? Thats stupid, I'm not saying they're useless but spine gaunts and termagaunts definately aren't useless.
Most of your points are about catching the enemy by surprise. I can tell you right now that anyone who has played against a TL devourer toting Hive Tyrant or a TL devourer toting Carni will be plainly aware of the damage devoureres can do. Secondly if you do use them in your gaming group they lose the surprise factor.
At any point nids are going to get shot at and its much nicer to lose a 5pt model than a 10pt model when all the odds against them are the same.
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On a normal table I'd shy away from using devourer gaunts, but since there's a new city fight book out, they might be worth a shot.
In a regular battle, you will be using terrain to shield your genestealers and raveners, or perhaps you'll have shooty warriors/zoanthropes/carnifexes in there taking advantage of cover saves
But on a city fight table there should be enough cover for you to hide a unit of devourer gaunts, set them lurking and blasting anything within 18" to pieces.
Originally Posted by Gorbass
That's what I was thinking. I think they'll be fabulous in city fight. Sit them on an objective in a building in say, a squad of 10, or 2 squads of 10 1 squad in each building. PArk them there and lurk. They get the 4+ cover of the ruined building +1 cover save for the lurking. That's a 3+ cover save!! Which basically is more like an invuln save than anything if you kill his heavy template weapons. Not to mention they'd get 20 shots at 18 inches. Which could potentially get you 2 rounds of bullets flying into your opponent should he try taking those objectives. And I'm sure they'd kill enough troops (depending on the army) to force a nice little morale check.
Isn't it if your lurking you can't hold an objective so you would still need a synapse nearby for the last turn to make them count for holding it then. Not to mention if they shoot enough shots into them when they are lurking and have to take a moral check and more then likely will fail it and run away. IMO doesn't sound to sound of a tactic though I could be wrong on lurk.
Is it me or does any other necron player get annoyed when they see people saying "Necrons eat souls". How is that even possible as souls are part of the warp and necrons want nothing to do with it? Eh probaly me just me being picky.
Tyranid Hivemind Member