Post by wisdomseyes1 on Aug 5, 2012 17:41:14 GMT
Gargoyles are consistently faster, have a gun (matters a bit more now since you can't run and assault with either unit), and can be used for cost for monstrous creatures where cover is not readily available (new 25% cover means its more readily available but it isn't a guarantee you will get it). Hammer of wrath only really offsets the loss of the extra attack, we know the extra attacks from hormagaunts are better. Blinding venom is still better than talons in every way.
Also, comparing hormagaunts to gargoyles, let's compare them even in points (8 to 8, not 8 to 10, over the course of 10-20 models you spend 20-40 points on just 1 set of upgrades.) gargoyles on the same scale get more than hormagaunts.
Hormagaunts have scoring and an extra attack. Gargoyles can't compete exactly with the extra attack, but the scoring they can contest.
Somethig I did forget that does greatly impact gargoyles though, AG no longer gives them the initiative boost that made them so great, because on the charge they struck first. Now they can only tie where hormagaunts will strike first.
In this edition, I can't honestly say gargoyles old benefits were needed. I was more responding to "gargoyles are underrated" which is untrue. They are often seen as our best FA choice ecause of the benefits they give point for point. I can't honestly say gargoyles are better at close combat than 10 point hormagaunts, 8 point ones they are better though. The only thing really left to consider if you don't want to whipe your opponent out on the charge. You want to leave them crippled ad win on their turn so they can't get shot. It's all preference and I still prefer the portable cover and speed of gargoyles over the random speed of hormagaunts.
Also, comparing hormagaunts to gargoyles, let's compare them even in points (8 to 8, not 8 to 10, over the course of 10-20 models you spend 20-40 points on just 1 set of upgrades.) gargoyles on the same scale get more than hormagaunts.
Hormagaunts have scoring and an extra attack. Gargoyles can't compete exactly with the extra attack, but the scoring they can contest.
Somethig I did forget that does greatly impact gargoyles though, AG no longer gives them the initiative boost that made them so great, because on the charge they struck first. Now they can only tie where hormagaunts will strike first.
In this edition, I can't honestly say gargoyles old benefits were needed. I was more responding to "gargoyles are underrated" which is untrue. They are often seen as our best FA choice ecause of the benefits they give point for point. I can't honestly say gargoyles are better at close combat than 10 point hormagaunts, 8 point ones they are better though. The only thing really left to consider if you don't want to whipe your opponent out on the charge. You want to leave them crippled ad win on their turn so they can't get shot. It's all preference and I still prefer the portable cover and speed of gargoyles over the random speed of hormagaunts.