Quote: (Jeridian @ 09 Jan. 2009, 12:37 )
I think for me 2 Hormagaunts + change, is better than 1 Ravener. Not least because it let's you take more Uncommon Broods, but also because 2 Hormagaunts is as good as 1 Ravener, are easier to raise, add more bodies the enemy has to kill, etc.
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I don't put much faith in armour saves, especially weak armour saves, TBH.
I'd rather have a 2nd Hormagaunt that takes zero damage from the hit on the first, than a Ravener with a slim chance of passing a save.
Jeridian: As far as sheer number of bodies in assault, Gaunts are good for outnumbering, but Nids are often restricted in how many units are capable of reaching assault either by charge distance or number of enemy models. In that case, 1 Ravener in base contact is definitely better than one Hormie in contact and one sitting around behind.
Regarding the value of low-percentage armor saves, saves in assaults not only save the unit but also change the assault resolution modifier by +1 for the lack of a kill. That means either one more casualty for the enemy if the Nids win or one less for the Nids if they lose. The effect of saves in assault is effectively doubled. And, of course, on the odd occasion when that extra Gaunt casualty actually turns a tie to a loss it is absolutely terrible. It might be better to have more gaunts if you're right on the edge of the outnumbering modifier, but otherwise a few hits on 5+ armor is usually a big help.
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Chroma: As always, we haven't played Nids in a long time, but we usually put a few Raveners into swarms for the above reasons - maybe 2-3 Raveners for 10-12 Gaunts. Gaunts are the workhorses. Raveners are just there to support them as a meat shield for assaults.