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This is regard to games over 1000 points.
Is it better to take a unit of 8x gaunts or a unit of 16x gaunts?
IMO I spread Spinegaunts into units of 8 and Hormagaunts in 16.
It takes a lot more firepower to drop te Hormagaunt's combat effectiveness in high numbers. Since they usually reach combat first, they will sustain less casualties due to fewer enemy shooting phases.
IMO Termagants, seeing how they are cannon fodder, are better in smaller units causing Target Priority checks and useful for causing combats infront of high firepower units to block LoS.
Size doesn't matter when taking casualties due to Synapse, so it soley comes down to prefference and combat effectiveness.
So I want to hear peoples' preferences on this topic. What do you prefer?
Well, as a general rule of thumb, I keep my gaunt squads below 24 and below 20 if I can help it because of how hard it is to manuvuer them.
You are right in your reasoning that more gaunt squads = more targets that have to be destroyed before the opponent can shoot freely at your other guys, but at some point, you run out of troop slots. You can take stealers with a broodlord, but the main problem is still that we ahve few troop slots for splitting squads up. I think 16 is a good number, but split them into more squads if you have the slots.
Originally Posted by The Paint Monkey
back when i played nids, i used to like fielding squads of 12. not too small to be undermaned and ineffective, but not too big and unwealdy. regarding the box sets, by buying 3 box sets, you can make 2 squads of 12 guants and 2 squads of 12 hormies. i always liked that, but i guess its a matter of taste. but what do i know, i don't even play nids anymore:rolleyes:
That is not dead which may eternal lie,
for in strange aeons even death may die.
If you have enough Troops slots, I'd just keep your Gaunt broods at the minimum possible size. With small broods you benefit from making the enemy waste more of his firepower, as he is likely if he wipes out a unit with shooting to have several wasted wounds that don't count toward anything. You also benefit from more granularity in your charging wall of gaunts because you're less likely to get extreme results overall on your Fleet and Move Through Cover rolls, so you're more assured of getting into combat as quickly as you "should". The only disadvantage to small units that I can think of is that it hinders Synapse control a little, but how much it affects you depends how many and which Synapse Creatures you are taking.
I think that only when you don't have enough Troops slots should you raise the size of the broods. Keep brood sizes even as a rule, as that means you get slightly more for your points expenditure - if you have either 2n or 2n+1 Wounds in a unit then your opponent has to deal n+1 Wounds to that unit to get it under half strength, so you don't get as much by increasing brood size by one to an odd number as you do by increasing it by one to an even number. Just a niggly thing. Also if we're talking spinegaunts it makes it less of a pain to do the Victory Points when a unit is under half strength. I'd say 20 should be an upper limit.
Tyranids / Skaven / Pan Oceania
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I usually run mine in broods of 20. I guess it's the opposite philosophy to what you do - I like to max out the brood size, without making them unwieldy. I agree that 20 is the max.
20 gaunts are still able to fit 50% of themselves into most cover (which is all you need to do), and they can still spread out pretty well to avoid ordnance. On the plus side, having huge blocks of gaunts intimidates the opponent and they will always shoot at them until they are reduced to a more "comfortable" size. This helps my renders survive.
Also, you really need LOADS of gaunts to be able to do anything in combat. You want to spread them out into lots of little combats to shut down as many firing lanes as you can, but I find that if I have my broods any smaller than 20, I run a big risk of just losing the first round and taking additional 'fearless' wounds... especially since the average opponent is a squad of marines that have been comfortably sitting in their cover all game, and since I can't be bothered to give flesh hooks to my gaunts...
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
In studying Tyranids, as I want to make them my next army, it seems wisest to maximize the FoC to force your opponent to split fire.
Karmoon: "well.. any kore = good kore" 12:35pm PST 23 May 2007
the problem is that reducing your unit sizes can sometimes go against you. If your throwing a unit of gaunts at a marine squad to prevent them from firing, your going to want enough gaunts in the unit to survive at least one round of CC, if not more. Its all about finding the balance that works for you.
I play between 12-24 all the time...and normally am right at or around 16. I don't use spine gaunts, and use four of my slots for stealers so I don't have much freedom when playing with how many slots to give gaunts.
I supplement my hormies with Gargoyles so that I am not terribly out numbered, or outmatched. However I find that 12 gaunts normally get me 2 casualties against marines so I am at a loss if I charged out of synapse because I normally don't win the combat. Less than that and they really do become totally worthless angainst anything that isn't guardsmen (yes even the tau with thier save can give me problems).