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![[Post New]](/s/i/i.gif) 2009/10/17 07:44:49
Subject: Tyranid gaunt strong or come back
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Voracious Kroothound
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Should I give my gaunts Toxin sacs (1 plus strength) or with out number Please help
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![[Post New]](/s/i/i.gif) 2009/10/17 10:02:52
Subject: Tyranid gaunt strong or come back
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Mekboy Hammerin' Somethin'
Spreading the word of the Turtle Pie
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Without number.
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![[Post New]](/s/i/i.gif) 2009/10/17 10:20:00
Subject: Tyranid gaunt strong or come back
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Arch Magos w/ 4 Meg of RAM
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IT DEPENDS!
Look at your list. What do you need them for? Are they fodder that doubles as an almost solid shooting/assault base, or are they going to be used as mobile cover and objective holders? Toxin sacs for the former, without number for the latter.
Good day sir!
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![[Post New]](/s/i/i.gif) 2009/10/17 11:29:30
Subject: Tyranid gaunt strong or come back
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Brainy Zoanthrope
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DarkHound has it. Without number gaunts are very good for holding your home objective, while the rest of your gribblies move in for the kill.
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![[Post New]](/s/i/i.gif) 2009/10/17 20:10:52
Subject: Tyranid gaunt strong or come back
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Apprehensive Inquisitorial Apprentice
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Gaunts never make a solid assault or shooting force. Without number all the way. That way they make an awesome assault screen/fodder/scoring unit.
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This message was edited 1 time. Last update was at 2009/10/17 20:11:41
Nothing says 'ecce homo' like a strong beard. |
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![[Post New]](/s/i/i.gif) 2009/10/17 20:26:46
Subject: Tyranid gaunt strong or come back
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Arch Magos w/ 4 Meg of RAM
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If I remember correctly, can't you make Gaunts have S5, re-roll wounds shooting? Isn't it only something like 12 points a model? With some screening from other Gaunts, that sounds like some pretty strong shooting, but I can't be certain: I'm not a Tyranid player.
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![[Post New]](/s/i/i.gif) 2009/10/17 20:33:05
Subject: Tyranid gaunt strong or come back
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Servoarm Flailing Magos
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I actually make a compromise: I use TS and WN with spinefist-equipped gaunts. Since nids have lower BS, the twin-linked spinefist ensures that more shots will hit. Str 4 is not too bad, but more importantly it is an assault weapon so I use them to soften up targets for more hard units, or just to tie up units in assault. The Hormagaunts and genestealers are the real killers in my troop selection.
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This message was edited 1 time. Last update was at 2009/10/17 20:34:29
http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
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![[Post New]](/s/i/i.gif) 2009/10/18 01:45:58
Subject: Tyranid gaunt strong or come back
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Blackclad Wayfarer
From England. Living in Shanghai
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I agree with Oddjob. WoN is the way to go. Always keep gaunts as cheap as possible. WoN for the group at the back and just plain old cheapo gaunts for the rest. If you end up giving them upgrades you will be disappointed with the results.
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Looking for games in Shanghai? Send a PM |
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![[Post New]](/s/i/i.gif) 2009/10/18 05:17:33
Subject: Tyranid gaunt strong or come back
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Servoarm Flailing Magos
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I 2nd the above statement. Gaunts are not your killy-units, they are your bullet-soaks. WoN is the way to go with them, for sure.
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http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
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![[Post New]](/s/i/i.gif) 2009/10/18 05:20:08
Subject: Tyranid gaunt strong or come back
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Waaagh! Warbiker
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The problem with giving your gaunts WoN is that they become infinite KP. i would be hesitant to give gaunts anything but the gun.
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In the fight between you and the world, back the world.
-Frank Zappa
2k+
1850 8/4/3
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![[Post New]](/s/i/i.gif) 2009/10/18 05:27:07
Subject: Tyranid gaunt strong or come back
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Missionary On A Mission
The Eye of Terror
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DarkHound wrote:If I remember correctly, can't you make Gaunts have S5, re-roll wounds shooting? Isn't it only something like 12 points a model? With some screening from other Gaunts, that sounds like some pretty strong shooting, but I can't be certain: I'm not a Tyranid player.
Nope. Not 12.
Gaunt: 4 points.
TS: 2 points
Fleshborer: 3
9 points.
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![[Post New]](/s/i/i.gif) 2009/10/18 05:54:09
Subject: Tyranid gaunt strong or come back
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Waaagh! Warbiker
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when you have S5, re-roll wounds is not very impressive, its nice, but save yourself 2 points a model and have the S4 re-roll wounds imo.
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In the fight between you and the world, back the world.
-Frank Zappa
2k+
1850 8/4/3
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![[Post New]](/s/i/i.gif) 2009/10/18 06:55:50
Subject: Tyranid gaunt strong or come back
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Servoarm Flailing Magos
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yeah and then you can still give WoN if you want... sounds like the best combo.
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http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
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![[Post New]](/s/i/i.gif) 2009/10/18 07:37:35
Subject: Re:Tyranid gaunt strong or come back
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Voracious Kroothound
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Thanks for all help
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![[Post New]](/s/i/i.gif) 2009/10/18 09:14:02
Subject: Re:Tyranid gaunt strong or come back
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Boom! Leman Russ Commander
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The problem with giving your gaunts WoN is that they become infinite KP. i would be hesitant to give gaunts anything but the gun.
No they don't. You can choose to not place them on the table again
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![[Post New]](/s/i/i.gif) 2009/10/18 09:22:31
Subject: Tyranid gaunt strong or come back
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Stormin' Stompa
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Really? I hadn't noticed that.
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"He died because he had no honor. He had no honor and the Emperor was watching."
18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000
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![[Post New]](/s/i/i.gif) 2009/10/18 10:36:24
Subject: Tyranid gaunt strong or come back
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Blackclad Wayfarer
From England. Living in Shanghai
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Really!
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Looking for games in Shanghai? Send a PM |
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![[Post New]](/s/i/i.gif) 2009/10/18 15:54:40
Subject: Tyranid gaunt strong or come back
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Death-Dealing Ultramarine Devastator
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If you are using your gaunt in a huge unit use toxin sacs so that when you charge you will kill more. A big unit will take longer to die so only on turn 4 or 5 will they come back on and in which case it will be to late.
But if it is a small unit then use without number as it will die quickly but keep on taking men off their units.
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![[Post New]](/s/i/i.gif) 2009/10/18 22:41:02
Subject: Tyranid gaunt strong or come back
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Slaanesh Chosen Marine Riding a Fiend
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I rarely shoot with my gaunts. They run to stay ahead of the stealer waves. So I give them only spinefists to keep them cheap. I usually bring two units of 20 to screen my advance. Learn the art of placing your gaunts exactly 2" apart, it annoys opponents that shoots lots of templates. I might bring a single unit of 12 WON, if I am pretty certain to have some synapse to leave near my home objective(s).
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![[Post New]](/s/i/i.gif) 2009/10/18 23:30:25
Subject: Tyranid gaunt strong or come back
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Tunneling Trygon
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I like WoN quite a bit. The thing about it, the more expensive the base Gaunt, the more value you get for your points.
I modelled my Gaunts with Fleshborers, so I just take Borer and WoN, but one build I've wanted to try is Spinefist, Toxin and WoN. This gets the max 8 points you can use with WoN.
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![[Post New]](/s/i/i.gif) 2009/10/19 00:30:32
Subject: Tyranid gaunt strong or come back
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Scuttling Genestealer
San Francisco
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I tend to charge my WON gaunts as fast as possible toward the enemy, so the other normal gaunts can absorb blows later on, and the WON (if an objective game) will come back on by turn 3 or 4.
Also, not shooting your fleshborers seems a waste to me. Sure, you might not due a lot of damage, but I seem to always get a couple marines worth of kills out of it. That AP 5 will also really hurt other 'Nids and Orks!
If you are running stealers behind your gaunts, space your gaunts 2" apart. That way, as soon as the gaunts are within shooting range, those stealers can fleet right inbetween them and charge the nearest squad that the gaunts shot at. Just make sure to shoot first and fleet 2nd...
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To The End. |
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![[Post New]](/s/i/i.gif) 2009/10/21 07:45:00
Subject: Re:Tyranid gaunt strong or come back
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Voracious Kroothound
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I have gone with without number
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