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Made in gb
Huge Hierodule





The centre of a massive brood chamber, heaving and pulsating.

Having seen rumoured rules for fleet, which no longer allows running units to assault, but instead reroll their 2D6 for charging, Hormagaunts look like they're going to be getting a lot slower and a lot less useful. This sucks for me as my army is centred around large amounts of Toxin Sac Hormagaunts.

First of all, am I right about the new Fleet rules? Or have I misheard the rumours?

Secondly, if I am right, do you think there will be an FAQ that sorts this out?

Finally, if it is true, will Hormagaunts still be viable?

Squigsquasher, resident ban magnet, White Knight, and general fethwit.
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Lord of the Fleet






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Or, with the rumoured new version of Rage, they'll get better as you can keep them out of Synapse quite happily and they'll do where you want them to, and gain +2 attacks on the charge.
   
Made in gb
Huge Hierodule





The centre of a massive brood chamber, heaving and pulsating.

Ooh, that does sound good. My worry is just that they will go from being some of the fastest troops in the game to merely slightly quick.

But thank you anyway!

Squigsquasher, resident ban magnet, White Knight, and general fethwit.
 buddha wrote:
I've decided that these GW is dead/dying threads that pop up every-week must be followers and cultists of nurgle perpetuating the need for decay. I therefore declare that that such threads are heresy and subject to exterminatus. So says the Inquisition!
 
   
Made in au
Norn Queen






I'd expect them to get an addition to their Bounding Leap rule which allows them to fleet into assault. It's kind of the thing they do that defines them. Being described as fast melee hitters that leap large distances into combat, then not being able to, sort of defeats the purpose of having them.

Remember, rumours also said lots of FAQs with the new rules.

This message was edited 1 time. Last update was at 2012/06/28 11:15:41


 
   
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Servoarm Flailing Magos





AFAIK fleet allows you to re-roll ONE of the charge dice, not both. Jump packs allow that.

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Joey wrote:AFAIK fleet allows you to re-roll ONE of the charge dice, not both. Jump packs allow that.


Fleet allows you to re-roll one or more dice, jump packs let you re-roll the charge range.

each is a little different, fleet is better imo.

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Made in us
Land Raider Pilot on Cruise Control





Still viable?

I haven't seen them in awhile. I know back when I was playing Nids I just took 'Stealers and Gants with Tervigons. Hormies are pretty bad IMO.

Which is a shame, because them and Warriors (*sigh*) were to me the iconic units of Nids when I started playing.

Do you really need MORE stuff that kills light infantry but not marines or tanks?
   
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Beautiful and Deadly Keeper of Secrets





Well if you equip them with Adrenal Glands they can try to glance vehicles with AV10 backs to death.
   
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Some tyranid infested space hulk, shooting the crap out of some hormagaunts!

No. They won't.
   
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The Conquerer






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Yeah, they're viable. Just keep them out of Synapse range and after failing their Ld6 test its +2A for you.

Rage is amazing now. Feel free to put them back in Synapse range after the charge.

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Norn Queen






Grey Templar wrote:Yeah, they're viable. Just keep them out of Synapse range and after failing their Ld6 test its +2A for you.

Rage is amazing now. Feel free to put them back in Synapse range after the charge.


The difficulty is getting them into combat, and keeping them there, on their ld6. Since synapse counts from the start of your turn, they need to be out of synapse right from the start of the turn, suffer overwatch fire, suffer casualties in their turn, then suffer casualties in the opponents turn, giving them three chances to lose 25% and of those, 2 to lose combat, before you get them back in synapse range. And since they don't fall back to a synapse creature, but to the board edge, you could end up with a whole lot of Hormagaunts very easily high tailing it for the board edge.
   
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Played a game with loaned nids, against some codex marines, Hormagaunts flopped and got butchered due to a lack of being able to charge after running into range. Damn you dakkahammer!


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Fort Hood (Tx)

Well they work for me, in my 1k list I have 50 of them, I hate termagaunts, they are only good when they are free, (terivgon)
I find hormoguants really good imho. I cant think of infantry / MC that a pack of 20 or more Hormoguants cant kill. (Granted they need to have TS)


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