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Disposable Gaunts

 Post subject: Disposable Gaunts
PostPosted: Fri Jan 23, 2009 10:23 pm 
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Quote: (Hena @ 23 Jan. 2009, 20:39 )

Neal, what's your take on 6+ save in assault for gaunts?

I wouldn't for Termagants.  They're fine as-is.

I think it would be desirable to make Hormies worth the same point cost as Termies in order to make certain things in the list work more smoothly.  I wouldn't be opposed to Hormagaunts having a 6+ save all the time.  I'm pretty sure it's not supported by the 40K stats, though.

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 Post subject: Disposable Gaunts
PostPosted: Sun Jan 25, 2009 3:36 pm 
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Quote: (nealhunt @ 23 Jan. 2009, 21:23 )

I think it would be desirable to make Hormies worth the same point cost as Termies in order to make certain things in the list work more smoothly.  I wouldn't be opposed to Hormagaunts having a 6+ save all the time.  I'm pretty sure it's not supported by the 40K stats, though.


How about giving them First Strike instead? This could reprensent them leaping at the enemy before they can react and, more importantly, it would reduce the number of hits from the opposing formation, thus reducing the number of tyranid casualties.





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 Post subject: Disposable Gaunts
PostPosted: Sun Jan 25, 2009 3:48 pm 
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Quote: (Hojyn @ 25 Jan. 2009, 14:36 )

How about ginving them First Strike instead? This could reprensent them leaping at the enemy before they can react and, more importantly, it would reduce the number of hits from the opposing formation, thus reducing the number of tyranid casualties.

An interesting option, but I just don't think the Hormagant's 40k stats (which we do have to refer to) warrant such a thing... it's just not as fast as a Genestealer or Lictor.

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 Post subject: Disposable Gaunts
PostPosted: Sun Jan 25, 2009 4:53 pm 
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Quote: (Hena @ 24 Jan. 2009, 13:51 )

CC3+ for horma? I think that assault armour would be nice in order to allow sustaining the assaults with the gaunts. I'd like to see Daves comment on this as he uses a lot of gaunt swarms and seems to be able to do fine with them.

What about CC5+ and +1EA... make them, potentially, nastier in CC, even if the averages are about the same with the current stats.

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 Post subject: Disposable Gaunts
PostPosted: Sun Jan 25, 2009 4:55 pm 
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How about two 5+ CC attacks for hormies?

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 Post subject: Disposable Gaunts
PostPosted: Sun Jan 25, 2009 4:56 pm 
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Quote: (Chroma @ 25 Jan. 2009, 14:48 )

An interesting option, but I just don't think the Hormagant's 40k stats (which we do have to refer to) warrant such a thing... it's just not as fast as a Genestealer or Lictor.

It's a bit of a stretch, perhaps, but I just reread the Leaping ability in the 40K 'nid Codex and it might warrant First Strike in EA.

Stealers and Lictors both have an extra attack to represent their superior stats and Initiative in 40K. Plus it would give a sort of "sub-theme" to the army.

Hormies > 4+, FS
Stealers > 2x4+, FS
Lictors > 2x3+, FS (including 1 Sniper or MW attack)





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 Post subject: Disposable Gaunts
PostPosted: Sun Jan 25, 2009 5:05 pm 
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Quote: (Hojyn @ 25 Jan. 2009, 15:56 )

Hormies > 4+, FS
Stealers > 2x4+, FS
Lictors > 2x3+, FS (including 1 Sniper or MW attack)

I kinda like the "theme" of:

Code Sample: 
Hormagant -> 2xCC5+
'Stealer  -> 2xCC4+ (FS)
Lictor    -> 2xCC3+ (FS, sniper)


Makes all the "pure" CC creatures nasty... in CC...

I think catching the Bugs out in the "open" *should* be a problem for them... the lesser creatures *will* die in droves when fighting...  but they should be taking some enemies with them.

Analysis and discussion still on going.

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 Post subject: Disposable Gaunts
PostPosted: Sun Jan 25, 2009 7:29 pm 
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I would certainly support 2x5+CC attacks for H'gaunts; i feel it fits in with their 2 attacks in 40k.

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 Post subject: Disposable Gaunts
PostPosted: Sun Jan 25, 2009 8:49 pm 
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Note that hormis already have infiltrator... not much, but something.


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 Post subject: Disposable Gaunts
PostPosted: Mon Jan 26, 2009 7:40 pm 
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Been busy and missed the bulk of discussion on this, but here's my two cents.

The majority of my army is ga(u)nts. 9 clusters of each type spread out between 6 Assault Swarms. I play like this mostly because its fluffy and a lot of fun. Indeed, setting up this army is a great time for me as I get to watch my opponents face as I fill my deployment zone with 80+ stands of infantry.

The first turn is usually all marches as the line advances. It's very important at this stage to minimize the amount of fire you take and maximize your cover. While the loss of units isn't a big deal due to spawning the BMs you receive will start to mess with your assaults in the second turn.

I've taken to garrisoning stealers with the sole purpose of absorbing enemy fire during the first turn. 300 points buys you two 150 fire magnet formations that usually soak up 2 formations worth of fire before they break (so long as they're in good cover). On the off change that your opponent doesn't take the bait, well you've got some genestealers closer than he's going to like...

The second turn is where the tactics come in. Engagements with gaunts swarms rely a lot on modifiers and support. Throwing one formation up against an enemy which is well supported isn't going to cut it. You should by advancing or doubling swarms with BMs into support positions and assaulting with those swarms with no BMs. Going in with a +1 to resolution due to BMs is important, if you can get the +2 all the better.

Try to weaken the flanks first. These formations usually aren't well supported. If you can assault them with one of your own with another in support that should be enough to break them. Use your hormagaunts on the enemies with better FF, infiltrator is what really makes these guys worth it.

Another hard learned lesson I've gleaned is to not over extend your line. 2nd turn spawning is important. Keep your units back 30cm and in cover if you can. Don't worry about assaults in the next turn, the enemy will come to you if your on his objectives. Get the meat shields back up and in front of your synapse and hold to cover.

Overall, timing you assault is the most important thing. If you don't have the support or the bonuses, marshal. Get into cover and remove the BMs. Atleast this way you'll still likely to have another activation come next turn.




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 Post subject: Disposable Gaunts
PostPosted: Mon Jan 26, 2009 8:09 pm 
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Quote: (Dave @ 26 Jan. 2009, 18:40 )

The majority of my army is ga(u)nts. 9 clusters of each type spread out between 6 Assault Swarms.

Interesting. 15 units per swarm, assuming Warriors, and 337.5 points per activation.  That seems to be on the low end of most of the recommendations but still in the pocket.

=====

Termie v Hormie:  I think the current ~50% price differential is about right.  I wanted to make them even so something like the French "X gaunts" mix-n-match-freely idea would work in the army list.  However, I came up with what I think is a reasonable idea at making them work with the current stats and costs.  We're already using clutches to more closely moderate the point cost, so rather than having a set clutch size with different costs, keep the cost same by having different numbers of units per clutch.  Under the current list 2 Termies = 3 Hormies by point cost, so change the clutches.

All the existing balance testing still remains relevant, with the exception of changes introduced by special rule revisions.  Hopefully, those would be similar enough between the gaunts that they would not require dramatic changes.

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