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New Book: Termaguants or Hormaguants?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Which do you Prefer?
Termaguants
Hormaguants

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Made in us
Dakka Veteran





Hey mates!

Just asking a quick question to all of my fellow Nid players about the two most popular troop choices for our army. Which one do you prefer or which one do you believe is more effective in this edition with the new Codex? Hormaguants for there fast speed and CC ability with poison or Termaguants for there cheaper points and shooting ability to go along with there mismatch weaponry and being able to take the Tervigon? Also please just don't vote, please tell me why which one you would prefer to run with the new book? Thanks.

This message was edited 2 times. Last update was at 2014/01/22 04:32:55


 
   
Made in gb
Regular Dakkanaut





Termagaunts for the Tervigon troop choice. If I was running Hormagaunts I'd probably do them as cheaply as possible. They die really easily. unless you have some way to protect them.
   
Made in us
Automated Rubric Marine of Tzeentch




Rose-Hulman Institute of Technology

Venoms shrouded-granting abilities do wonders, especially when combined with terrain cover and night fighting. (I mention this as its a good way to get as many hormagaunts into CC as possible)

As for hormagaunts they can wreck havoc! In Miniwargamings latest video

http://www.youtube.com/watch?v=QM7KMjNqJ9k

about 13 of them killed 4 necron wraiths and left one at one wound in a single round of combat! Granted this was a little above average rolling but still. Right now its 5/2 in favor of the termagaunts but dont leave out hormagaunts.

This message was edited 1 time. Last update was at 2014/01/22 05:18:22


"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons  
   
Made in us
Dakka Veteran





Good points mates, however reason I didnt want to do a poll really is that everyone just votes but doesn't explain any reasoning at all. Might have to repost this without a poll so I can actually get more responses.
   
Made in au
Boom! Leman Russ Commander





Brisbane, Australia

 Rommel44 wrote:
Good points mates, however reason I didnt want to do a poll really is that everyone just votes but doesn't explain any reasoning at all. Might have to repost this without a poll so I can actually get more responses.


Homargants are more expensive, but are faster and better in combat.

Termagants are cheaper, have range and are better for backfield objectives where your opponent will forget until turn 17.

 
   
Made in us
Sneaky Lictor





Louisville, KY

I prefer the terms because they are cheaper and in most cases they are just a screen for my fatty slow bugs. If I'm going to screen for a flyrant, I'll use gargoyles.

I hate fleet, I think its the roll that the dice god have chosen to punish me with, well that and scatter. I've tried to run them but they just are not reliably fast enough. For what I would use them for.

- 4500pts: Shinzon Dynasty
3000pts: Hive Fleet Empusa
- 3000pts Rampagers 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

I prefer hormagaunts for a lot of reasons, but the two are apples and oranges, hormagaunts are a fast dedicated melee unit, termagants are a cheap throw-away shooting unit. You can't really say one is better than the other because they fill two entirely different roles, and depending on what you're looking for, one of them will suit your needs better than the other.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Dakka Veteran





Seems like Termaguants are holding a major edge over the Hormaguants at the moment lol. I have considered running units of both, but in case of the Termaguants, I hear people say taking them in large numbers is the way to go which I agree with, however is it worth taking the Trevigon? They aren't as good as they used to be and it seems like a bit of a point-sink at this point.

Currently, I am considering running at 2x units of 30x Toxic Hormaguants and 1x unit of 30x Termaguants, supported by 2x Units of 3x to 4x Warriors, each with a Barbed Strangler for Synapse and fire-support. Thoughts?
   
Made in ca
Fresh-Faced New User




I voted for horms but that's only because I prefer the style of play required to make them a competitive choice. Since the new book came I have ran a unit of each type of gaunt every time and not been disappointed. I take them naked and cheap as chips, 390 points for 79 wounds to bubble wrap your army with is incredible.
   
Made in au
Tea-Kettle of Blood




Adelaide, South Australia

Termagants are cheaper, can shoot, can have devourers mixed in to increase damage output, don't commit suicide outside of Synapse range, and buy Toxin Sacs for less points.

Hormagaunts are slightly cheaper slow gargoyles with no guns that enjoy suicide.

 Ailaros wrote:
You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.

"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" 
   
Made in us
Jealous that Horus is Warmaster





The eye of Terror

I voted for the termaguants, simply because of again, beating a dead horse a bit, but back field objectives as well as range and point cost, I mean don't get me wrong I fielded hormaguants but they just don't seem to do enough without poison W
Which just increases their points further. So I would say for bus depending on your army overall, as is with almost every case but my overall vote would be termaguants.
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

 PrinceRaven wrote:
Termagants are cheaper, can shoot, can have devourers mixed in to increase damage output, don't commit suicide outside of Synapse range, and buy Toxin Sacs for less points.

Hormagaunts are slightly cheaper slow gargoyles with no guns that enjoy suicide.


And can hit enemy firelines in turn 2, causing a massive clusterduck as combat blocks up LOS, reduces enemy mobility and forces them to start relocating in case of overrunning gaunts. But that turn 2 impact is hugely important as the traffic and LOS jam it causes lets your footsloggers make progress as well as giving your flankers and deep strikers windows.


Now only a CSM player. 
   
Made in us
Haemonculi Flesh Apprentice






Horms are better as they keep up with flyrant synapse. Gargs are better but horms score.

   
Made in us
Fixture of Dakka





If I were allowed to take Troop Tervigons without Termagants, my Troops would be 2x Hormaguants and 1 Tervigon.

Since that isn't allowed, it's one of each.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in ca
Lieutenant Colonel






fleet units that are dirt cheap, AND get +3 to runs...

yes I would LOVE to take 5pt models that generally are in CC turn two...

 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Hormagaunts would be my third troops choice. UI'd probably always want one squad of 30 for speedy shielding, and against more elite opponents, as a swamp. i dont care if they die as long as they do so cheaply and fearlessly.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in au
Tea-Kettle of Blood




Adelaide, South Australia

 DarkStarSabre wrote:
 PrinceRaven wrote:
Termagants are cheaper, can shoot, can have devourers mixed in to increase damage output, don't commit suicide outside of Synapse range, and buy Toxin Sacs for less points.

Hormagaunts are slightly cheaper slow gargoyles with no guns that enjoy suicide.


And can hit enemy firelines in turn 2, causing a massive clusterduck as combat blocks up LOS, reduces enemy mobility and forces them to start relocating in case of overrunning gaunts. But that turn 2 impact is hugely important as the traffic and LOS jam it causes lets your footsloggers make progress as well as giving your flankers and deep strikers windows.


Which Gargoyles can also do, better.

"But Hormagaunts can score!" you say. "If you're charging them towards a gunline will they be alive at turn 5 to score?" I reply.

 Ailaros wrote:
You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.

"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" 
   
Made in us
Fixture of Dakka





The only drawback Gargoyles have over Hormaguants was that Hormagaunts used come like a zillion to a box, so everyone owns a hundred. Gargoyles weren't so efficient to own.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Perfect Shot Black Templar Predator Pilot




Roseville, CA

As a unit that it wholly useful in more situations, I can't imagine why anyone would prefer hormagaunts.
   
 
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