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Craftworld Eldar Tactics: a finer point about tournament play  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Which path is the better for 6th ed tournament CWE armies?
Biel-Tan (death by a thousand cuts) [aspect warrior storm]
Saim-Hann (lighting fast flying circus) [mechdar/jetseer]
Iyanden (monster mash) [Wraithwall]

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Made in us
Deadly Dire Avenger







I really like warpspiders they are like super fast accurate War Walkers. Granted if you are playing forge world there are better options, but if not they are the only thing that brings that mch Str 6 and can still jump behind cover.


Automatically Appended Next Post:
I really like warpspiders they are like super fast accurate War Walkers. Granted if you are playing forge world there are better options, but if not they are the only thing that brings that much Str 6 and can still jump behind cover.

This message was edited 1 time. Last update was at 2013/02/19 01:57:02


 
   
Made in us
Storming Storm Guardian




US of A

I hope they add lhykosidae as the phoenix lord for spiders. They are the one aspect that deserves to have a good phoenix lord.

My armies: Adepta Sororitas Eldars
 
   
Made in jp
Battleship Captain






The Land of the Rising Sun

 DarknessEternal wrote:
None of these options create a competitive Eldar army.



Automatically Appended Next Post:
rohansoldier wrote:
If you are using hawks for assaulting vehicles such as rhinos, then I think warp spiders would be better suited for the role.

For only 1 point more than the hawks, you get a guy with a stronger, albeit shorter ranged, gun, better armour save and the ability to disappear out of range of the enemy (in theory) after taking down said vehicle.

Warp Spiders cannot disappear anymore. Given the new shooting casualty rules, the Warp Spiders need to be within inches of their target if they hope to cause any real casualties. Then they only teleport away the same distance everyone assaults. They aren't safe anymore.


Can you expand on this? I don't really get why you think Spiders need to get closer than 10-12 inches to enemies unless I didn't understood the latest faq.

M.

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Made in nz
Longtime Dakkanaut



New Zealand

The changes in the FAQ mean that you can't wound anything beyond the maximum range of the unit's weapons. For Spiders and other short ranged shooting units this is a problem, because in order to avoid a return assault they want to be as far back as they can, which they can no longer do if they want to actually kill entire units.
   
Made in jp
Battleship Captain






The Land of the Rising Sun

Ok, but that's measured at the begining of the shooting phase and from the squad, not on a figure per figure basis. (Or at least I understood so)

M.

This message was edited 1 time. Last update was at 2013/02/19 08:55:24


Jenkins: You don't have jurisdiction here!
Smith Jamison: We aren't here, which means when we open up on you and shred your bodies with automatic fire then this will never have happened.

About the Clans: "Those brief outbursts of sense can't hold back the wave of sibko bred, over hormoned sociopaths that they crank out though." 
   
Made in es
Deadly Dire Avenger





Banyeres de Mariola (Alicante)

Yeah, but as you always deploy the Warp Spiders closer than 12" just in case you screw your DS, you lose some survivability because it's easier to get counter-charged

I'm just a simple man trying to make my way into universe  
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Not really. The warp generators take you out of charge distance after you are done shooting someone. So, DS in, inundate the enemy with shots, jump away. If you have them, move a vehicle flat out to block for them. repeat as often as you can and if they wanna charge you, the Reaspers and D-Cannons (in my case) eat them as they try to catch up...and they wont catch up unless I flub the roll for the Generators.

It's really quite good. You can roll a flank with them and they are fast enough that they aren't isolated, meaning that they will be able to reach the center and also will be limiting enemy fire upon themselves because they are on the flank.

This message was edited 1 time. Last update was at 2013/02/19 17:16:19


Hold out bait to entice the enemy. Feign disorder, and then crush him.
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Made in jp
Battleship Captain






The Land of the Rising Sun

How about a Spinneret Rifle for the Exarch to avoid the new ruling issue? You lose shots but then all the squad can hug longer ranges.

M.

Jenkins: You don't have jurisdiction here!
Smith Jamison: We aren't here, which means when we open up on you and shred your bodies with automatic fire then this will never have happened.

About the Clans: "Those brief outbursts of sense can't hold back the wave of sibko bred, over hormoned sociopaths that they crank out though." 
   
Made in se
Emboldened Warlock





umea Sweden

That's a brilliant Idea actually, you lose three shots but gain one ap-1 bs 5 shot that extends the killing range of the entire squad to 18" (I think)

"There's an experience worse than blindness—it's the certainty that your vision is perfect and the horror that there's no world around you to see." - Clinging Darkness, Ravnica city of guilds
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Made in us
Stalwart Space Marine



Seattle, WA

I personally like Saim-Hann the most because it is the funnest to play, it does require quite a bit of skill to play really effectively, but it is definitely worth it when you practice enough. Eldar update is soon so don't get too carried away with it.


 
   
Made in jp
Impassive Inquisitorial Interrogator





Death Spinners and the Spinneret Rifle create different wound pools. I suggest rereading that FAQ on weapon ranges.

The best solution to solving the range issue with Spiders is to estimate your kill zone and clear it, rather than aiming at the whole squad. You're statistically too unlikely to kill 10 marines, so aim at 5 and back off from the rest when those 5 die. You're more likely to be out of bolter and assault range this way. Might waste wounds, but it's better than getting hammered in the instance that you would otherwise be much closer to the enemy.

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Made in jp
Battleship Captain






The Land of the Rising Sun

 dnanoodle wrote:
Death Spinners and the Spinneret Rifle create different wound pools. I suggest rereading that FAQ on weapon ranges.

The best solution to solving the range issue with Spiders is to estimate your kill zone and clear it, rather than aiming at the whole squad. You're statistically too unlikely to kill 10 marines, so aim at 5 and back off from the rest when those 5 die. You're more likely to be out of bolter and assault range this way. Might waste wounds, but it's better than getting hammered in the instance that you would otherwise be much closer to the enemy.


I don't think that's right, IIRC the book defines the Wound Pool as all the weapons fired on a shooting phase by the firing unit and in that Wound Pool the different weapons form different groups. Ofc it had to be GW the ones to make a FAQ that creates more questions that answers but the way I understood it and YMTC seems to support is that by adding the rifle the Spinners can remove casualties up to 18 inches.

M.

This message was edited 1 time. Last update was at 2013/02/21 07:13:58


Jenkins: You don't have jurisdiction here!
Smith Jamison: We aren't here, which means when we open up on you and shred your bodies with automatic fire then this will never have happened.

About the Clans: "Those brief outbursts of sense can't hold back the wave of sibko bred, over hormoned sociopaths that they crank out though." 
   
Made in jp
Impassive Inquisitorial Interrogator





Just took another look at that paragraph. Thought there was a whole seperate pool for each weapon. My groups play it so that each group is basically a pool. The missile launcher can hit anything up to it's range's limit and the bolters have their own range and limit. To maximize damage we often choose (as the shooting player) to roll saves vs short-ranged guns first so that something longer ranged doesn't knock out their only eligible targets.

Here's an example of how silly it could be for Eldar if you go by the longest range in the whole unit. 20 Guardians with an EML platform. 38 Shuriken shots and 1 missile shooting at a 50man IG platoon. All of the Shuriken are exactly 12" from a single Guardsman, but magically because of the missile launcher they could potentially kill 38 guys instead of one (given a perfect set of perfect rolls).

As much as it would help me as a player who uses Guardians and Spiders a lot, I can't justify this ruling.

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Made in us
Foolproof Falcon Pilot





Only 1 wound pool ever. You have different types of wounds in it, but only 1 pool. Therefore you could extend the range to 18".

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[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

 zephoid wrote:
Only 1 wound pool ever. You have different types of wounds in it, but only 1 pool. Therefore you could extend the range to 18".


And, the shooting player gets to choose the order they apply in.
If I just read the errata correctly.

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Made in gb
Fresh-Faced New User






Warp spiders are awesome - for me their critical purpose is dropping in to shred a troublesome vehicle from behind near the point you're concentrating on.
Noone mentioned dire avengers?! Those boys in blue get gak done.

 
   
Made in us
Fate-Controlling Farseer





Fort Campbell

I don't get into major tournaments, Chicago is the closest area that has any, and thats a hefty drive. Local wise though, when my dice aren't crap, I do well with my standard wall of Str 6 fire.

The only vehicles are Walkers and Vypers, and I just spam as many Scatter Lasers, Shuriken Cannons, and Melta guns as I can. At 1850 if I can't put out at least 70 Str6 or higher shots a turn, I did something wrong with my list.

The weight of fire that it brings out does the work for me. I hide my scoring units behind an ADL, and later in the game I'll start to bring them out to do the objective thing.

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Made in jp
Impassive Inquisitorial Interrogator





Well anyway I think that's something groups need to discuss, RAW and RAI be damned.

If your group doesn't mind you extending the range of the Spinners with the Rifle then that's a great setup. Means everyone but the Exarch is a nice, safe 11-12" away. Makes them easier to manage.

If not, I'd just estimate what I'm going to kil and get in range of that. Or target vehicles since there won't be any survivors to shoot back if they aren't transports.

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Emboldened Warlock





umea Sweden

I asked the question at my local forum and the main TO gave it a green, so probably ask your TO first

"There's an experience worse than blindness—it's the certainty that your vision is perfect and the horror that there's no world around you to see." - Clinging Darkness, Ravnica city of guilds
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Ladies Love the Vibro-Cannon Operator






Hamburg

 perhow wrote:
Warp spiders are awesome - for me their critical purpose is dropping in to shred a troublesome vehicle from behind near the point you're concentrating on.
Noone mentioned dire avengers?! Those boys in blue get gak done.

Well, I did crazy things with Warp Spiders. Once I battled Nids and the fast moving smaller bugs were rather close to my front ranks. Then my FULL Warp Spider unit moved forward at full speed into the swarm (pretty scary if you ask me) and shot the Warriors walking at the very end of the swarm. After this, the Spiders moved into a building behind the swarm. My opponent got nuts.

Dire Avengers die quickly when targeted by the enemy. In the 5th ed, I mounted them in a Serpent and after moving into position, the DA disembarked and shot the hell out of the enemy infantry. This worked quite well with two units in concert. But 6th ed is rather predicable when it comes to movement and disembarking of units (6 inches).

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Deadly Dire Avenger





Banyeres de Mariola (Alicante)

Sorry about my laziness, but is there any math involving the DS deployment of Warp Spiders? I usually deploy squads of 6-7, because it's a bit easier to avoid terrain or to hide them. Honestly, never happened to me of losing them miserably to the warp, to the board border or anything like that, but I'd like to hear your experience with them, as mine is a bit limited (only Friendly Play, and no more Eldar players in the area).

I'm just a simple man trying to make my way into universe  
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

My strategy is to blow flanks up with them. I typically will want to go second with my list, though not always. The enemy getting a little closer is fine by me.

Round 1: Move into favorable position, start sending Barrages into tyheir lines to force them out to me. Spiders and Autarch, as well as Scorpions and Jet bikes are in reserve. Farseer makes whatever Barrage I choose become a deadly thing of accuracy and doom.

Round 2: Warp Spiders anbd evewrything else comes in on a 2+ because of the Auitarch. Flank is positively caved in with STR 6+ shots (Bikes, Spiders, Barrages, Lances etc... and then the Spideers leap to their next staging point. Scorpiooons walk in and prepare to support the Spiders if they come in on that flank or they will prepare to charge in the next rounds if the enemy runs away from the Spiders. Barrages attempt to clear the area for the Scorpions to avoid them getting jumped.

Round 3 Enemies know that they have to stoip the barrages. if they go to scropions on opposite side the barrages will eat them before and afterwards. But if they stop the barrages they might hold a chance. In turn 3 we will barrrage and destroy again and charge with scorpions, so they have to pick a poison. It will more than likely be to killthe buns if they can. But that leaves the spiders somewhat free to keep munching. if they come for the spiders, they hit and run out, then continue the beating.\

Its not full proof because nothing ever is. but it is effective.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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