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Gaunt Heavy Army


Mosk

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My buddy plays a gaunt (close hand combat and spinefist guants only) list, with 3 Carnifex, and a hive tyrant with 3 body gaurds, and then the rest are spine and close hand combat gaunts. He outnumbers me by a lot. His carnifex and tyrant are all set up for close combat.

 

Should i use 3 squads of retirbutors for this? and get rid of the carnifex with seraphem and jump cannoness?

or would exorcists be better in this case. I think the exorcists will just be wastes as they will only get between 1-6 kills per turn. where as the retributors could get 1-12 (per squad) per turn. ANd the exorcists would only be useful against the carnis and the tyrant.

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The Carnifexes and Tyrant/Guard is what sisters are weak against, and lack a solid counter for in a foot slogging list. Exorcists are really the only capable models you have to deal with them. And considering that a single exorcist can kill a Carnifex in one turn, I'd say they're invaluable to your army. Sisters utilize bolters which his gaunts receive no save from. Also, if he's using Hormagaunts then you and him will be at an even model count about, Nids pay an arm and a leg for that Leaping special rule. Plus a decked out Tyrant with 3 guard is going to take up a massive amount of points.

 

Retributors are certainly nice, and EXTREMELY effective against horde nids. But they aren't so much better than normal sisters against standard Guants. If you were playing against a Genestealer list I'd suggest the Ret's (Ap4 heavy bolters and all that). However, you'll find that your standard sisters will be able to dish out some massive hurt against 5+ save nids like gaunts.

Is it just me, or does he have a grand total of ONE synapse creature controlling all those gaunts? This is easy! Kill the Tyrant (granted, easier said than done, but one or two rounds with Exorcists should do the trick) and his army will completely fall apart. Each squad more than 12" from a synapse creature needs to pass a leadership check or else it can't move (or charge), and basic gaunts (including hormas) have a base Ld of 5.

 

So basically, your battle plan goes like this:

 

1) focus-fire everything you can on the Tyrant until it dies

2) heavy weapons focus on dealing with the carnifexes at range while...

3) your infantry simply mops up his near-useless gaunts

 

Beware, if he's outside of synapse he can still shoot, and he can also choose (rather than attempt the Ld check to move) to "Lurk," which means he adds +1 to his cover save, and may still shoot. If he's lurking, your best bet is to charge him (only spinegaunts should be lurking, as hormas can't shoot, so will want to at least try to move and assault you).

Really, you're probably better off just rapidfiring/templating the bastards instead of trying to assault. Even if termagaunts aren't so great in close combat, neither are the Sisters, and the Ssiters would strike last because of the lack of frag nades. Even with a cover save, rapid fire will mean a lot of shots get through, and flamers of course ignore cover.
Really, you're probably better off just rapidfiring/templating the bastards instead of trying to assault. Even if termagaunts aren't so great in close combat, neither are the Sisters, and the Ssiters would strike last because of the lack of frag nades. Even with a cover save, rapid fire will mean a lot of shots get through, and flamers of course ignore cover.

Well, that assumes they're in cover. Actually, you're better off assaulting if he's in cover, whereas you probably want to shoot if he isn't. Consider: Combined with Lurk alone (not to mention go to ground, if they want), most cover will give them a 3+ cover save. That's power armour on a 5pt model! Sure, your flamers get through, but only 1/3 of your bolters do. And then you're stuck out in the open. If you assault, however, you still get to use your 1-2 best weapons, the flamers! Those work JUST as well. The difference is that this way, in close combat, he's relying on 6+ armour saves instead of 3+, or even 2+, cover saves. And if you have some Faith to spare, since you're hitting last anyway, might as well get your +2S and wound him on 2's! Then, once you beat him, he will probably need snake-eyes to not fail his Ld test, and you'll almost certainly wipe him out, if you hadn't already.

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