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		<title><![CDATA[Latest posts for the thread "Which..oh which guant to choose?"]]></title>
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				<title>Which..oh which guant to choose?</title>
				<description><![CDATA[ Being as all i have for a idea of a list is a "fun" list..not worried about competitive (that's what my grey knights are for) I want something to have fun with.  I am thinking bringing as many tervigons as i can.i know i have to have Termi guants to unlock Tervi's as Troops... But.. having just picked the codex up thsi evening i am looking and Hormaguants look pretty damn nice with just adding toxin sacs alone.  Now my question. Trevi is the shooty and Horma is the <span class="glossaryitem" onmouseover='gp(19);'>CC</span>..which is better? I understand they both have their roles, but if i can still create a swarm list with horma's i think i might.]]></description>
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				<pubDate><![CDATA[Thu, 2 Feb 2012 03:14:41]]> GMT</pubDate>
				<author><![CDATA[ Arrathon]]></author>
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				<title>Which..oh which guant to choose?</title>
				<description><![CDATA[ It really depends on what point cost and how much converting you want to do.  Fully buffed Termagants are a beast in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> with Tervigon support.  <span class="glossaryitem" onmouseover='gp(160);'>AG</span>, <span class="glossaryitem" onmouseover='gp(130);'>TS</span>, <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> amd Counter Attack make the lowly Termagant a fearsome foe.  Add venomthropes to the mix and your opponent is taking dangerous terrain tests to charge you and you have a 5+ cover save.  Also remember the Devilgant (Termagant with Devourer) has an 18" <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 <span class="glossaryitem" onmouseover='gp(6);'>ap</span>- gun.  A brood of thirty puts out 90 shots which will put out a serious hurt on anything without wound allocation shenanigans and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> combined.<br /> <br /> Hormagaunts are fast fearsome foes, but they need synapse support at least midfield to keep them either in the fight or regrouping if they run.  They have a high enough initiative that if they do break...you have a good chance to get away.  I've had one 27 man unit of Hormagaunts single handedly wipe two fully kitted out Thunder Wolve 4 man units off the table in two turns.  They are brutal.  <br /> <br /> Tyranids love big broods so either go big or stay home.  Ten man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads are for marines.  Nothing short of 16-20 is worth it, unless you like giving up easy kill points.]]></description>
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				<pubDate><![CDATA[Thu, 2 Feb 2012 03:48:12]]> GMT</pubDate>
				<author><![CDATA[ rpricew]]></author>
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				<title>Which..oh which guant to choose?</title>
				<description><![CDATA[ If you want hormagaunts and tervigons as troops, I'd suggest getting 2 max units of hormies, 2 units of 10 termagaunts, and 2 tervigons- thus maxing out your troops selections. This way you get a little bit of everything that you expressed you wanted above. It's still pretty swarmy as the tervigons will produce some additional gaunts throughout the game, although don't expect them to really shine in that respect- mine always seem to roll doubles the first time I spawn them :( All hormagaunt armies can be tricky and down right annoying to play however, as you literally are talking over 100 models to move and position, and you eventually run into problems of fitting them all in your deployment zone. Although it is a fun idea, in practice it'll get annoying. I had a similar problem with my old ork green tide list. All those models and only so much space to fit them!]]></description>
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				<pubDate><![CDATA[Thu, 2 Feb 2012 03:52:25]]> GMT</pubDate>
				<author><![CDATA[ OIF Knight]]></author>
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