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Made in au
Voracious Kroothound




Should I give my gaunts Toxin sacs (1 plus strength) or with out number Please help
   
Made in gb
Mekboy Hammerin' Somethin'





Spreading the word of the Turtle Pie

Without number.

   
Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

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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Made in se
Brainy Zoanthrope




Sweden

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.

 
   
Made in gb
Apprehensive Inquisitorial Apprentice





Edinburgh

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.

This message was edited 1 time. Last update was at 2009/10/17 20:11:41


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Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

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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Made in us
Servoarm Flailing Magos





Alaska

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.

This message was edited 1 time. Last update was at 2009/10/17 20:34:29


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Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

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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Made in us
Servoarm Flailing Magos





Alaska

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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Made in us
Waaagh! Warbiker





East Bay, CA

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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Made in us
Missionary On A Mission




The Eye of Terror

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.

 
   
Made in us
Waaagh! Warbiker





East Bay, CA

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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Made in us
Servoarm Flailing Magos





Alaska

yeah and then you can still give WoN if you want... sounds like the best combo.

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Made in au
Voracious Kroothound




Thanks for all help
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

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

   
Made in dk
Stormin' Stompa





Really? I hadn't noticed that.

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Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

Really!

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Made in gb
Death-Dealing Ultramarine Devastator






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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Made in se
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

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).
   
Made in us
Tunneling Trygon





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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Made in us
Scuttling Genestealer




San Francisco

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...

To The End.  
   
Made in au
Voracious Kroothound




I have gone with without number
   
 
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