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Supergaunt (S, WS, I)
I take WS and I most of the time and it works fairly well. Hits marines better and before them, who cares if I'm wounding on a 5+ when I'm hitting on a 3+ before them. I'm considering dropping the initiative though.
I know darkreever enjoys his super gaunts but not anyone else.
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I have to say at the moment I have Supergaunts. They have performed well against Marines for me many times. I think I tend to be lucky with them, you know how it is some units you just get good rolls for.
I do however have a large number of unpainted Hormagaunts, two broods of about eighteen. I plan to use them in a much cheaper capacity. Naked seems to be a popular option but I don't think I can stay my medling hands and not give each brood at least one biomorph.
I noticed flesh hooks and extended carapace are absent from the poll. Extended carapace may not be the best upgrade for cheap shock/assault/sponge, enemy soak up types, however flesh hooks has always proven to be a handy biomorph.
Both in the hooks capacity to pluck people out of cover and giving out critters the ability to climb up walls. What would people say to biomorphing my two broods?
Everything's better when it's naked.
Ok, now that I have that out of my system: I take my gaunts with nothing on them, but that's because I use them to take out guard and tau. That's what they're best for (in my experiance) rending genestealers do much better against MEQs than almost anything else, while hormies can tear through the super shooty armies without any upgrades. I put in as many bodies as possible, and just plan to get a few into combat to screen genestealer movements.
I'm sure hormies can pwn marines, but I prefer to let the stealers do that, and use hormies for their 12 inch charge, in order to get a good drop on guard and tau.
~2k of genestealery goodness
~1750points of terminator goodness
Dovie'andi se tovya sagain
more witty remarks to come.
I never give them flesh hooks, and I almost always regret it. But I don't like giving them more than a single upgrade, because they'll still get shot to ribbons just the same no matter how many points you invest in them.
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
I'm a big fan of naked things.
This is how i take my hormies, but i've increadinly become disenchanted with their mediocre performance.
Perhaps, I should try these so called supergaunts...
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
naked, because I use them to block line of sight for being in combat. I don't want them to win combat too fast (sounds a bit strange, I know), nor do I want them to be even more expensive then they are.
They just screen by killer critters, and they do that just fine. No upgraded is needed for that
Tyranids Win / Draw /Lost 
Daemon Hunters Win / Draw / Lost 
It is also true that too many biomorphs may make them a good target to kill for the points they are worth instead of being something an enemy has to kill when they would really prefer to kill other things.
I take the WS and I upgrades, and I found that Hypergaunts work quite well against MEQ's without breaking the bank. Being able to hurt MEQ's before they have a chance to retaliate can REALLY help out in a game, especially when charging Khorne. They're also extremely useful against Eldar, since they are typically I5 and so when the Hormies charge you can take some of the pansies down with you.
I considered creating a single brood of Supergaunts to keep behing the advancing swarm and bring them in to wherever they're needed, but I figured that 14 points per Gaunt is a lot to pay for such a frail squad, especially when you need at least 10 to make them effective. One Whirlwind blast could easily take out these guys, so I'd rather just stick with my Hypers.
Lone Wolves (Space Wolves) - 2092 pts
Hive Fleet Basilisk (Tyranids) - 1767 pts
Chaos Fleet - 900 pts