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I am painting up some more spinegaunts & hormagaunts. I was looking a the "to hit" table and noticed that both WS 3 & 4 need 4+ to hit WS 4 (marines) however WS 4 needs 3+ to hit WS 3, & 4+ to hit WS 4. Is it worth giving my spinegaunts and rippers WS 4, given that they are just cannon fodder it would help survive in CC. What about changing my hormagunts from 4 WS to 4 str? They need the same 4+ to hit but 4 str would wound more.
Also the local games store has 2 raveners on sale. Are 2 raveners going to be very effective? or should I save up for my second lictor or 2 more zoanthropes?
Actually, Spinegaunts (assuming you're using the ones in the back of the Codex) are a waste of points. Gaunts are there to be fielded in big units, and AP isn't going to matter much for their shooting. That's provided that you field gaunts with guns at all -I don't. I use nothing but Hormagaunts and 'Stealers for my Troops.
Though I do technically have enough 'Stealers to field nothing but as Troops...
Generally, don't count on Gaunt shooting to do anything. Only once have I ever seen them do serious damage with any sort of regularity, and that was against Dark Eldar, who have paper armor anyway.
For shooting, you have Tyrants and Fexes with VCs, Warriors with Deathspitters, Biovores, and 'Thropes.
And speaking of bigger bugs...
Raveners are both a blessing and a curse. They are fast and scary, but extremely fragile. I field four of them and a Red Terror (just 'cause I can), and they generally hit hard, wipe out a single unit or nearly so on the charge, and then die on the next round.
Properly placed and effectively used, they can be a devastating took, but poorly played or poorly used they become a waste of points.
If you do decide to go with them, don't bother with the Devourers they come with. Give them all Scything Talons and Rending Claws. Raveners shooting is Raveners asking to be shot, and they die just as easily as gaunts do to gunfire. They're actually safer in close combat, and the Rending Claws make them viable against vehicles and heavy infantry (Terminators, Crisis Suits, Necrons, any Blood Angel model...).
Lictors are scary. Make no mistake: your opponent IS afraid of them. He will either stay seven inches from any patch of cover that could concievably hide a Lictor and thus give your Fexes and Tyrants excellent lines of fire, or he will waste shooting phases scanning for them.
There's a reason I have three of them in my army.
They're also armed with Rending Claws. If you can nail a Vehicle that strays too close, the Lictor will have paid for himself and then some, particularly if the vehicle has only one access point and the Lictor is standing in front of it (all on board are killed automatically if they can't get out of it). Eldar players beware.
Zoanthropes... What is there to say about these guys? They rock, pure and simple. They're your best tank huner, and they've got a tendency to survive quite a bit thanks to their psychic field. They also attract a lot of fire, so beware of that and keep them in cover.
Each of the three units is effective if played well, so the choice is yours. Personally, I'd go for the Lictor, but I like to psychologically toy with my opponents: I leave two Lictors sitting in plain view on the side of the table. Most players assume that's all I have on the board. I'll pop those two up, or they'll get spotted, and then he'll relax, thinking he got them all. Along comes Lictor #3... Muahaha.
Or, if you don't have three of them yet, spend the money on Biovores. These things are worth their weight in gold. They're not only one of the best multirole guns in the game, but they can drop mines into bottlenecks and other places the enemy is likely to go, forcing him to waste shooting to take it down or avoid that part of the map. It's a wondeful way to control where your opponents go.
Spinegaunts are the cheapest Gaunts available (Gaunt + Spinefist), and can thus be fielded in the largest broods.Originally posted by Nightwalker AK@Feb 12 2004, 007
Actually, Spinegaunts (assuming you're using the ones in the back of the Codex) are a waste of points. Gaunts are there to be fielded in big units, and AP isn't going to matter much for their shooting.
A large brood of Spinegaunts is a scary sight, and even if the opponent knows they aren't worth much he better shoot them, since such a large amount is bound to cause some casualties, not to mention bogging him severely down in CC.
And against non-Carapace IGuard, Guardian-heavy Eldar, Orks and Dark Eldar the Spinefists can be a boon.
So don't diss the Spinies! Especially in Seeding Swarms...
"The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. The inferior flesh will be entirely destroyed, all biomatter consumed. Ourselves will fight to the last, all weak flesh must be devoured."
WS 4 is worth it. Consider the following :
Vs WS 3 or less models you will hit 32% more often. Not a big advantage considering how many are WS 4
Vs WS 4 models, you will hit on a 4+ so you get a 17% advantage. not a big deal again.
WS4 means that all those WS4 models out there don't get to hit YOU on a 3+. Thats why you take it.
But, as for putting the +1 WS on the Spinegaunt, I'd stay away from it. On Hormagaunts, that have two CC attacks, it makes a lot more sense. Beefing up a unit that is supposed to be the cheapest unit in the army is kind of backwards.
Spingaunts are there to tie up and die. Keep them as cheap as possible to maximize the wounds.
Giving the Hormagaunts +1 Strength is not a bad idea also. I usally have 2 squads of Hormagaunts. 1 squad is regular, the other is the heavy hitter one. You will be suprized how many more Space Marines you kill when wounding them on a 4+, instead of 5+.