Post by Squire on Sept 3, 2015 13:50:17 GMT
People still do tarpit with gaunts, they just have to throw a lot more of them at something with stomp. You can have 92 termagants for a knight errant- if that knight manages to get 5 termagants under every stomp, rolls three stomps each round of combat and they are all strength D or regular stomps that successfully wound then it still requires 18.5 stomps to wipe out every gaunt. In other words more than three game turns. It'll kill a few with its chainsword too, but:
So I think it's still economical to hurl gaunts at units with stomp. Obviously the example above assumes a vacuum with just the knight and gaunts fighting it out while the termagants are always assumed to be in synapse range, but I like to think it illustrates the point that it isn't a bad idea to use gaunts against knights
Alternatively hormagaunts are more expensive but more likely to get a charge a turn before the slower termagants could manage it, which is a turn the knight/WK would have been shooting and maybe charging something
Gargoyles are more expensive again, but like the hormies can catch a knight earlier, and their jump move can help move around the knight before charging to spread around its base and lower the number caught under a blast template
Tarpit-ing with lots of gaunts is obviously not something typical competitive builds can do but it's a nice option for a more friendly list that doesn't have the tools to kill an IK/WK outright and would otherwise be wasting its time using its heavy hitters to chip away a couple of wounds over the course of a game
- It won't stomp 3 times per round every round, even on a good day
- Some non D stomp hits will fail to wound
- Some stomps will do nothing at all
- Averaging five termagants under each blast is optimistic
So I think it's still economical to hurl gaunts at units with stomp. Obviously the example above assumes a vacuum with just the knight and gaunts fighting it out while the termagants are always assumed to be in synapse range, but I like to think it illustrates the point that it isn't a bad idea to use gaunts against knights
Alternatively hormagaunts are more expensive but more likely to get a charge a turn before the slower termagants could manage it, which is a turn the knight/WK would have been shooting and maybe charging something
Gargoyles are more expensive again, but like the hormies can catch a knight earlier, and their jump move can help move around the knight before charging to spread around its base and lower the number caught under a blast template
Tarpit-ing with lots of gaunts is obviously not something typical competitive builds can do but it's a nice option for a more friendly list that doesn't have the tools to kill an IK/WK outright and would otherwise be wasting its time using its heavy hitters to chip away a couple of wounds over the course of a game