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Made in us
Fresh-Faced New User




I'm just getting back into 40k playing nids.
I've looked at a few army lists, and seeing barely and Hormagaunts.
What's up with that?
   
Made in au
World-Weary Pathfinder







three questions for you

1- what do hormagaunts synergise well with?

2- based on qn 1, are there any Tyrannid troop choices that synergise better (hence you are more likely to take?)

3- how do you get hormagaunts across the field without being shot to pieces? Note that when they land from a spore pod, q3 still applies because they have to endure shooting before they can assault

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Made in us
Huge Hierodule





Louisiana


Because there's currently no monstrous creature called a "horvigon".

This message was edited 2 times. Last update was at 2012/10/17 01:51:24


Been out of the game for awhile, trying to find time to get back into it. 
   
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It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in us
Battle Tested Karist Trooper





Central Coast, California

My lists will always include hormagaunts because the models look bad@$$, and because I spent so much damn time painting them....but yeah, with the Tervigon synergizing with termagants, and the fact that the charge is (even with fleet) not guaranteed at even 3 inches...there are better things to spend your points on in this current dex and 40k edition.
   
Made in us
Elite Tyranid Warrior






If you like it then play it. Yea it may not be the most optimal unit but if it's fun then go for it. I field Carnifexs all the time because I really like them. You can stick them next to a Venomthrope on the first turn for some extra protection in the first and maybe 2nd turn. Then maybe roll biomancy on some Zoanthropes for Endurance. Just make sure you get a big blob of them. 10 Hormagaunts is a waste, 20 Hormagaunts is fun, 30 Hormagaunts is a party!

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Made in au
World-Weary Pathfinder







 shamroll wrote:
If you like it then play it. Yea it may not be the most optimal unit but if it's fun then go for it. I field Carnifexs all the time because I really like them. You can stick them next to a Venomthrope on the first turn for some extra protection in the first and maybe 2nd turn. Then maybe roll biomancy on some Zoanthropes for Endurance. Just make sure you get a big blob of them. 10 Hormagaunts is a waste, 20 Hormagaunts is fun, 30 Hormagaunts is a party!


I remember reading in 5th there's a combo that uses large numbers of Hormagaunts

They are better CC than Genestealers in select situations.



Sort of like how flayed ones occassionally shine

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 tetrisphreak wrote:

Because there's currently no monstrous creature called a "horvigon".


LOL! He said it all

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Made in us
Tough Tyrant Guard





The honest truth is that most people don't want to spend the points of horm's becasue they take some time to learn how to use properly in 6th as they way they work much diffrently. I will second the take at least 15, anything less is a waste.

The biggest problem that they have is they suck at holding objectives. With the big changes to how important objectives are that is a BIG mark against them. Decent denying unit, but when it comes to just sitting on an objective the Tervigon and termigaunts are much better.

So they have the same issue that venomthropes have. Its not that they are bad units. Its just that they need to have a specific niche to fill in your army list.
   
Made in gb
Tunneling Trygon






Most units that were scared of them in 5th aren't in 6th - IG blobs, tac squads etc. They can't assault T1, have T3 and a 6+ armour save and will likely not get there in one piece. 6pts base is fine, but AG and TS are 2 pts each as opposed to 1pt on termagants, so a fully tooled up hormogaunt is 10 pts - same as a devourer gant.

In order to do any damage they will generally have to take 2 turns of firing and overwatch and with most cover now only a 5+ it's unlikely that even a large brood of 15+ will have enough models left to do anythimg much in CC.

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Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Hormagaunts are your best horde assault unit in the codex, back them up with some MC support and just go killing. I suggest squads of 20+ and make sure they have adrenal glands or poison, never both. Take poison if you've got anti-tank covered.

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Made in gb
Regular Dakkanaut





If i take them, which i do as regularly as i take tervigons, i 2x25 TS hormies, with a Trygon prime leading, sometimes with regen.

He takes most of the firepower, if he nears death, back off and let the hormies get ahead forcing your opponent to doubt taking another round of shooting and the monster or tackle 50 guants wall of death.
   
Made in us
Lurking Gaunt





People do not take hormagaunts because they won't commit to a horde; I regularly field 3x30 hormagaunts and guess what- you can't kill them all.

But I don't like the trend of low model count nid armies.

My last 2000k game was:

Trygon Prime w/ LW/BS +Talons
Trygon Prime w/ LW/BS +Talons

3x Hive Guard
3x Hive Guard
3x Zoanthrope

30 Hormagaunts w/ TS
30 Hormagaunts w/ TS
30 Hormagaunts w/ TS
15 Genestealers
15 Genestealers

5 Raveners w/ Rending Claws

159 wounds. I Ran the Primes with the Hive Guard for resilient synapse bubble. I like playing this type of list though. Movement phase takes a while though.


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Made in us
Decrepit Dakkanaut





Vallejo, CA

tetrisphreak wrote:Because there's currently no monstrous creature called a "horvigon".

Lol. The TERVIGONS think they have it rough! Well, just try and give birth to 15 babies with three-foot-long rending claws and see how YOU like it.

But seriously, this answer wins the thread.

Plus, let's not forget we're in 6th ed. Casualties are taken from the front, so it's going to take at least an extra turn to get into close combat. Fleet no longer allows you to run and charge, which means another turn outside of close combat on top of that. And there's no by-unit cover, and focus fire, so good luck making it into close combat at all. When you do get there, you have to roll well on your charge range and then pray to whatever gods the tyranid pray to that your opponent doesn't like rolling 6's in overwatch and doesn't have some flamers.

Perhaps if they were potentially infinitely spawning like termagaunts, it would be possible to surmount this set of challenges (including many more not listed), but as it is, hormagaunts have gone the way of the slugga mob and the power blob - to the shelf, waiting for 7th ed.



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Made in no
Liche Priest Hierophant





Bergen

I have not tryed hormogaunts. HOwever, in my eyes they compete with gargoyles.

   
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Dark Angels Librarian with Book of Secrets






If you are good with jumping from cover to cover, they may survive, but overwatch hurts bad...
   
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Dour Wolf Priest with Iron Wolf Amulet






Canada

 Ailaros wrote:
tetrisphreak wrote:Because there's currently no monstrous creature called a "horvigon".

Lol. The TERVIGONS think they have it rough! Well, just try and give birth to 15 babies with three-foot-long rending claws and see how YOU like it.

But seriously, this answer wins the thread.

Plus, let's not forget we're in 6th ed. Casualties are taken from the front, so it's going to take at least an extra turn to get into close combat. Fleet no longer allows you to run and charge, which means another turn outside of close combat on top of that. And there's no by-unit cover, and focus fire, so good luck making it into close combat at all. When you do get there, you have to roll well on your charge range and then pray to whatever gods the tyranid pray to that your opponent doesn't like rolling 6's in overwatch and doesn't have some flamers.

Perhaps if they were potentially infinitely spawning like termagaunts, it would be possible to surmount this set of challenges (including many more not listed), but as it is, hormagaunts have gone the way of the slugga mob and the power blob - to the shelf, waiting for 7th ed.

It really, really does win the thread. I wouldn't say Hormagaunts are by any means useless this edition at all, but Tervigons are awesome as a scoring unit, and you need to take Termagaunts to unlock them as such. Plus a lot of us still like to run Genestealers, so there typically aren't enough FOC slots for Hormagaunts when all is said and done.

   
 
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