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![[Post New]](/s/i/i.gif) 2010/05/26 13:19:15
Subject: Night Spinner rules in latest White Dwarf
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Elite Tyranid Warrior
Ontario
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I did not notice that they had redone the chassis, I bet it comes in less sprues now.
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![[Post New]](/s/i/i.gif) 2010/05/26 13:20:10
Subject: Night Spinner rules in latest White Dwarf
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Martial Arts Fiday
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Yes, one that doesn't come with the Falcon or the Serpent. It is different.
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"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"
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Don't mess with the Blade and Bolter! |
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![[Post New]](/s/i/i.gif) 2010/05/26 13:20:25
Subject: Night Spinner rules in latest White Dwarf
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Regular Dakkanaut
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SlaveToDorkness wrote:They always use the same chassis. Annoying. Every vehicle should look different darn it.
Funny you should say that, as it IS a different chassis from the existing kits:
<images>
They're both the same chassis - the Fire Prism just has added doodads, such as vectored & star engines.
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![[Post New]](/s/i/i.gif) 2010/05/26 13:39:01
Subject: Re:Night Spinner rules in latest White Dwarf
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Death-Dealing Devastator
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Compared to the Fire Prism I don't see this getting much use. It has 1 point higher strength, rending, and the terrain rule. This is balanced out by not having an AP (compared to AP 4 for the Fire Prism dispersal shot), not having the option to go S9,AP2. 1 lower Ballistic Skill (but is twin linked). There are enough other anti-horde items in the army that this doesn't really fill a niche and the loss of the option to be effective vs. vehicles is significant. The one saving grace will be if the rules truely are any unit HIT gets has to deal with the difficult terrain as opposed to if it any unit that takes a wound or suffers a casualty.
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If you think you are too small to have an impact, try sleeping with a mosquito. |
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![[Post New]](/s/i/i.gif) 2010/05/26 14:04:31
Subject: Night Spinner rules in latest White Dwarf
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Phil Kelly
The 36th Chamber of Shaolin
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Realistically if you don't like the tank's profile right now, wait until the new edition comes out. It will have been put through its paces and new rules may appear in the codex.
Just worth mentioning. Not often GW puts out rules after the books, these days. And probably one of the policies I like least.
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![[Post New]](/s/i/i.gif) 2010/05/26 14:16:34
Subject: Night Spinner rules in latest White Dwarf
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Longtime Dakkanaut
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Remember that this is a barrage weapon and if fired as such you are using the vehicles side armor for penetration. Suddenly it's not so bad. Especially against chimeras. Having rending is nice...and better than what it was. I still wish it got the bigger blast marker like it did in the FW rules for it. The loss of transport capability is a little disappointing, but meh...I can live with that.
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![[Post New]](/s/i/i.gif) 2010/05/26 14:17:05
Subject: Re:Night Spinner rules in latest White Dwarf
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Sinewy Scourge
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Yeah I'm lookin hard, and the only difference I see is the little panel. (besides the turret obviously, but that doesn't count as part of the chassis)
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![[Post New]](/s/i/i.gif) 2010/05/26 14:31:58
Subject: Re:Night Spinner rules in latest White Dwarf
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Regular Dakkanaut
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Luthon1234 wrote:It doesn't look much, and it costs the same as a fire prism? Talk about a wasted effort I don't think anyone is gonna bring one save for some kind of unique theme. I think if costed less it would be worth taking but you might as well go with the prism. Just my opinion though.
Absolutely correct. I’m not really sure what’s going on in the GW game development studio but they just handed the Eldar community a polished turd. It’s nice that we got a new tank – and I certainly have hope that the rules in the next codex will be revised into something useful but, in the meantime, a polished turd is still a turd.
Why would I take a S6 AP – rending ordinance template when I can take a S5 AP4 ordinance template that can be switched to a S9 AP2 blast template for the same price? Factor in the fact that I can link other prisms to make the S5 AP4 template S6 AP3 or even S7 AP2 and the Night Spinner just looks silly in comparison.
GW’s at bat. Here’s the pitch. Swing and a miss!
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This message was edited 2 times. Last update was at 2010/05/26 14:34:56
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![[Post New]](/s/i/i.gif) 2010/05/26 15:29:19
Subject: Night Spinner Sprue Info
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Ancient Chaos Terminator
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They're both the same chassis - the Fire Prism just has added doodads, such as vectored & star engines.
This is correct. I already built the Black Box Night Spinner for one of my local GW stores. The chassis extensions and feathering in the engine nozzles are add-on parts. This new kit as one might expect comprises existing Falcon chassis sprues with a new sprue containing all the new Night Spinner and Fire Prism parts. There's also a small clear plastic sprue for the crystals and canopies.
Of course a simple look at this new kit on the GW website clearly shows this for anyone industrious enough to venture somewhere on the Internet beyond this forum.
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This message was edited 3 times. Last update was at 2010/05/26 16:03:56
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![[Post New]](/s/i/i.gif) 2010/05/26 15:32:13
Subject: Re:Night Spinner rules in latest White Dwarf
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Thunderhawk Pilot Dropping From Orbit
The wilds of Pennsyltucky
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Oh this thing is gonna rock hard. Yeah, it'll eat up hordes... But it will also completely mess with jump pack armies and bikes... It's fast and twin linked so it will be moving and shooting and rerolling scatter? I think valkyries just got the shaft as well.
This thing is just filled with possibilities...damn.
ender502
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This message was edited 1 time. Last update was at 2010/05/26 15:38:51
"Burning the aquila into the retinas of heretics is the new black." - Savnock
"The ignore button is for pansees who can't deal with their own problems. " - H.B.M.C. |
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![[Post New]](/s/i/i.gif) 2010/05/26 15:38:56
Subject: Night Spinner rules in latest White Dwarf
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The New Miss Macross!
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are you kidding? i'd love for my tau to have a vehicle like this that can actually slow (and hurt) people down before they get to my lines. if my hammerhead had a "whoa, doggy!" fire option like this i'd actually use the two i have.
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![[Post New]](/s/i/i.gif) 2010/05/26 15:43:26
Subject: Night Spinner rules in latest White Dwarf
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Inspiring Icon Bearer
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warboss wrote:are you kidding? i'd love for my tau to have a vehicle like this that can actually slow (and hurt) people down before they get to my lines. if my hammerhead had a "whoa, doggy!" fire option like this i'd actually use the two i have.
Agreed this is cooler than pinning.
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3000
4000 Deamons - Mainly a fantasy army now.
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![[Post New]](/s/i/i.gif) 2010/05/26 15:46:07
Subject: Night Spinner rules in latest White Dwarf
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Consigned to the Grim Darkness
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It's friggin' nasty... counts as dangerous terrain AND it's rending is just mean to footslogging troops, and any mechanized troops that get their transports popped. They get torn apart by an S6 rending attack, and then they have to deal with dangerous terrain and they move slower anyway the next turn. Great...
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This message was edited 2 times. Last update was at 2010/05/26 15:47:27
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2010/05/26 15:50:21
Subject: Night Spinner rules in latest White Dwarf
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The New Miss Macross!
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Acardia wrote:warboss wrote:are you kidding? i'd love for my tau to have a vehicle like this that can actually slow (and hurt) people down before they get to my lines. if my hammerhead had a "whoa, doggy!" fire option like this i'd actually use the two i have.
Agreed this is cooler than JUST pinning.
i corrected your post.
if i'm reading it right, it doesn't lose the barrage pinning check ability. so, it is possible to force a morale check for casualties at 25%, another for pinning with one casualty, and then dangerous terrain in the target's next movement just for hitting all with one twin linked large blast weapon...
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This message was edited 1 time. Last update was at 2010/05/26 15:53:31
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![[Post New]](/s/i/i.gif) 2010/05/26 15:51:19
Subject: Night Spinner rules in latest White Dwarf
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1st Lieutenant
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I think this is a brilliant unit, it's not going to kill lots but it will disrupt the enemy, and by slowing their mobility its increasing yours.
Against Infantry, they're hit by High S, so a lot will take wounds, and just be numbers hit they'll die, factor in they'll now move slower/have a 1 in 6 chance of failing a dangerous check thats not bad.
But against vehicles even better IMHO! firstly who doesn't like the posibility of imobilising vehicles? I've found against heavy mech like gurad if you can immobilise them theyre then funneled around them and terrain meaning theyre less mobile and have greater difficulty bringing weapons to bear. Added to this, for the first time partials will be usefull,
a partial shot will be S3, + 6 + D3 gives you max of 12, so transports are in trouble. not always but if they're bunched up it'll help.
I'll be very intrigued to try these out
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![[Post New]](/s/i/i.gif) 2010/05/26 15:51:34
Subject: Night Spinner rules in latest White Dwarf
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1st Lieutenant
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I think this is a brilliant unit, it's not going to kill lots but it will disrupt the enemy, and by slowing their mobility its increasing yours.
Against Infantry, they're hit by High S, so a lot will take wounds, and just be numbers hit they'll die, factor in they'll now move slower/have a 1 in 6 chance of failing a dangerous check thats not bad.
But against vehicles even better IMHO! firstly who doesn't like the posibility of imobilising vehicles? I've found against heavy mech like gurad if you can immobilise them theyre then funneled around them and terrain meaning theyre less mobile and have greater difficulty bringing weapons to bear. Added to this, for the first time partials will be usefull,
a partial shot will be S3, + 6 + D3 gives you max of 12, so transports are in trouble. not always but if they're bunched up it'll help.
I'll be very intrigued to try these out
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![[Post New]](/s/i/i.gif) 2010/05/26 16:01:26
Subject: Night Spinner rules in latest White Dwarf
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Pulsating Possessed Chaos Marine
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In a fully mech'd list I think you will see lots of dual prism + night spinner combo's instead of 3 prisms.
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![[Post New]](/s/i/i.gif) 2010/05/26 16:38:35
Subject: Re:Night Spinner rules in latest White Dwarf
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Grisly Ghost Ark Driver
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Looks very snazzy. Shame you can't use in tournaments though :(
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![[Post New]](/s/i/i.gif) 2010/05/26 16:40:35
Subject: Night Spinner rules in latest White Dwarf
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Consigned to the Grim Darkness
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You should be able to, it's released for Codex: Eldar, by GW. If tourney organizers won't let ya use it, they're crappy tourney organizers IMO.
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2010/05/26 16:42:17
Subject: Re:Night Spinner rules in latest White Dwarf
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Decrepit Dakkanaut
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Archonate wrote:Yeah I'm lookin hard, and the only difference I see is the little panel. (besides the turret obviously, but that doesn't count as part of the chassis)
Look at the engines - new bitz there, too!
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![[Post New]](/s/i/i.gif) 2010/05/26 16:46:47
Subject: Re:Night Spinner rules in latest White Dwarf
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Pulsating Possessed Chaos Marine
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Kurgash wrote:Looks very snazzy. Shame you can't use in tournaments though :(
It actually says "official rules" on the article.
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![[Post New]](/s/i/i.gif) 2010/05/26 16:48:22
Subject: Re:Night Spinner rules in latest White Dwarf
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Grisly Ghost Ark Driver
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I know that it's official but one of the rule lawyer tourny organizers said that if it isn't in the codex it can't be used. That might just mean for our store so hopefully the rest of you are spared the indecency.
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![[Post New]](/s/i/i.gif) 2010/05/26 16:52:21
Subject: Re:Night Spinner rules in latest White Dwarf
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Anointed Dark Priest of Chaos
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Kurgash wrote:I know that it's official but one of the rule lawyer tourny organizers said that if it isn't in the codex it can't be used. That might just mean for our store so hopefully the rest of you are spared the indecency.
And you play there because?
Sounds like a douche...
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![[Post New]](/s/i/i.gif) 2010/05/26 17:04:30
Subject: Night Spinner rules in latest White Dwarf
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Consigned to the Grim Darkness
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So you can't use your legal, official GW rules?
I agree, that is kinda douchey.
[edit: for some reason my edits aren't going through in this thread...]
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This message was edited 3 times. Last update was at 2010/05/26 17:10:12
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2010/05/26 17:08:47
Subject: Re:Night Spinner rules in latest White Dwarf
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Grisly Ghost Ark Driver
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Great group of people, one turd in the pool though.
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![[Post New]](/s/i/i.gif) 2010/05/26 17:12:21
Subject: Night Spinner rules in latest White Dwarf
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Longtime Dakkanaut
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Any word on if they can be bought in squadrons? If so, the 115 point cost isn't so bad compared to being able to field say 3 spinners in addition to 2 prisms. Sure that's over a 1/3 of your points in a 1500 game, but not too shabby for the 2k games frequently played in my area...
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What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money
"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell
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![[Post New]](/s/i/i.gif) 2010/05/26 17:31:25
Subject: Night Spinner rules in latest White Dwarf
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Consigned to the Grim Darkness
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Speaking from the perspective of a Guard player, I'd say it's better to purchase in squadrons of two rather than three... you get the benefits of a squadron while minimizing the risk (IE only the first immobilize destroys, not the first two).
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2010/05/26 17:54:52
Subject: Night Spinner rules in latest White Dwarf
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Decrepit Dakkanaut
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As an aside, weren't Kroot Mercenaries "Official Rules" Chapter Approved?
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![[Post New]](/s/i/i.gif) 2010/05/26 18:37:57
Subject: Night Spinner rules in latest White Dwarf
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Nihilistic Necron Lord
The best State-Texas
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ugh, 3 kits here I come.
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![[Post New]](/s/i/i.gif) 2010/05/26 19:02:44
Subject: Night Spinner rules in latest White Dwarf
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Consigned to the Grim Darkness
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By the way...
I think this will be nastier than I thought against mech armies... after all the way it's worded, it also effects Vehicles-- makes them take dangerous/difficult terrain checks...
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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