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I'm curious as to how swarm armies handle something like assault termies. With those 2+ armor saves and high T, it will be quite a chore for those gaunts and other small units to take them down. And if your gaunts fail to kill all of the termies, with their low Ld they are quite likely to run(odds are they will have killed a lot more of your units than you killed), and while hormies do fall back further than normal, there is still a chance of an entire horde of them being overun by a small group of termies.
Would you instead just try and send either genestealers or rippers to deal with termies? Genies have their rending claws, and rippers never fall back...
Gaunts only fall back if they are outside of synapse, otherwise they are as fearless as anyone else.
Fact of the matter is that gaunt hordes handle termies pretty effectively. On an assault, 20 spinegaunts will go at least simul w/ termies, and will go ahead of all the lower init heavy weapon things (powerfist) ... before charging in they shoot, with 20 shots that re-roll to hit: 10 hit 10 miss, 5 of the misses hit on the re-roll, giving you 15 hits at strength 3 on toughness 4 ... 5 wounds ... maybe all save, but combined with the close combat to follow your'e likely to get one in the net above the close combat casualties, speaking of which ... you've got 40 attacks, 20 will hit, ~7 will wound. On average, 1 terminator will die, maybe 2 if you're lucky / he's unlucky. Let's presume the combat is simultaneous and he saved all the spine-fist wounds, giving about 10 attacks from a basic 5-man assault squad coming back at you ... if you let the termies get the drop on you with the charge you should be shot for not knowing how to handle units faster than his. Of those 10 attacks, roughly 7 will hit, and 5 will wound. That takes out 5 gaunts. Next round, 15 gaunts attack, 7-8 hit, 2-3 wound, maybe kill a termie maybe not, but you're still tying up his terminator squad with a cheaper unit. Still, statistically the terms are down to only 3 guys, who attack back with 6 attacks. 4 hit, 3 wound. 12 gaunts v. 3 terms. You see where I'm going? Even if the gaunts eventually are wiped out, the terms are bogged down for several turns by one 100 point unit and may even lose, to 20 spinegaunts ... so yeah. They're not that big a deal.
If you really want to kill the terms faster for some reason, wait for round 2 when he's down to 3, and toss a pair of raveners in there. On the assault, 10 attacks that rend on a 6 are going to get 1-2 rends, pretty much killing another couple terms once the regular hits and wounds are determined.
Things I hate as a 'nid = necron destroyers and immortals, anything ordinance, and anything with more than a 36" range. I don't even care about assault cannons, b/c to get those in range a player has to open himself up to every serious ranged weapon in my arsenal, including S10AP2 shots from zoanthropes if it's something tough like a terminator or vehicle. That's just me, though.
/agree with Brandt. In three consecutive games, a 12 man sqaud of 6pt Fleshborer gaunts have killed at least 1 termier (2 termies in 2 of the games). This was with only 12 gaunts. If you used spinegaunts you'll get even more attacks. Basically, the number of gaunts equals the termies toughness.
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more importantly is that to earn back their points, those 20 spine gaunts only have to kill a few termies (3 out of the 5 man squad means your 100 points get at least half the value of his termies). Add to that the fact that the termies now can't smash into your big expensive gun fex, or HT, and you have a squad that, even if wiped out, has given you an extreme advantage.
Generally, whenever I see assualt termies on the board, I get very excited (I run a genestealer heavy CC swarm army, basically 1 maybe 2 TMC and the rest CC units). You can tie them up quite easily with squads like spinegaunts, and then mop them up with a small squad of genestealers. Long and the short of it, spinegaunts do quite well against termies in any form.
The basic idea with swarm, swarms is to mob your enemy. You need to send so much that he cannot actually kill them all. Good synapse is key to prevent them running away. If you just endlessly pile in loads of weak little hits on enemies like Terminators they will fail their saves eventually.
On occasion a single template hit has been known to kill more than a single Termiator even though they can save against it. Loads of hits equals loads of wounds and eventually loads of failed saves and therefore loads of dead terminators.
Rippers has the drawback that they're not immune to Insta-death like the other 'Nids (within Synapse range). So if the Termies are equipped with powerweapons they will slaughter your 3W-rippers like nothing.... Then your better off swamping them in Gaunts.
swamping you enemy in gaunts works, i do it often and it is fun
But you might indeed want to add some stealers in the army too, just for the extra attack power. Or give you warriors a gun and rending weapons, that would do the trick also i guess. Why add guns? Because they are slow, and the can't do a fleet of foot. so giving them a gun provides them to do something usefull in their shootfase. And shooting 24 inch with S5/S6 is really helpful offcourse
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Large Guants broods are an effective tar pit unit. You MUST back them up with synapse. The best synapse brood to help are leapying Warriors. People will see the fast guants bearing down on them and "hopefully" target the guants. When you charge leave a trail of guants back into synapse range. When you take casualties and pile in try to leave a gap for ONE Warrior or Ravener to get into base contact. Remember only one model has to be in base contact. With leaping it should be easy to get within 3' of a friendly model. Next round you can hopefully make assualt range or at least synapse range. Remember that close combat blocks line of sight so everything behind them is safe to move up. The guants will only kill 1 or 2 Marine types. Three charging Warriors will kill about 2. When the Marines have to make a leadership test he will have out numbering penalties or fearless models will be taking extra hits.
Add my 40 Hormies, 14 Termies and 54 Spineguants to the swarm.
Last edited by Zerling; December 29th, 2006 at 03:06.
I agree with all thats been said, however posting average kills is one thing, actually gaming usually turns out very differently.
In my experience facing termies the player has always taken 9 termies and a chaplain in term armour. Ive thrown every gaunt, hormie and warrior into that moving armour from hell and not scored a single kill.
Sure they were tied up while my fex's, zoans and flyrant dealt with other units, but once they had broken free i was left scattered all over the board with only my sniper fex in range of the terms! Then I discovered just how awsome the barbed strangler is! 3 terms with one shot! From now on ill use my gaunts to assault marines, and leave the terms to ranged fire from my fex's!