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Made in us
Longtime Dakkanaut






Decided to go double Fire Prism/Nightspinners (going to magnetize them and see which one I prefer more)!

I might get a 3rd one so I can do a 2:1 split for higher point games. Which one do you think between the Prism vs Nightspinner functions best as a 1 of? Either going to be 2 Prisms 1 Nightspinner or 2 Nightspinners and 1 Prism. I'm going to test them out but any input would help me along the way!

Also... elite slots... I'm going a primary Mechdar army and so far my army looks like:
Farseer
1 squad of 3x Jetbikes for later game contesting/capturing
Depending on points level the rest of troops filled out with DA + WS (holo, scatter, shuriken cannon)
Heavies will be some variation of Nightspinners and Fireprisms
2x Crimson Hunters

So considering an 1850 pt game I'd have roughly 200pts left over and my elite slot isn't even touched yet. But I can't see anything in there I really like that works well with a pretty much all Mech Eldar army. Any thoughts on what would fit well with my army? Maybe just put in 1 more Heavy slot with a Nightspinner/Prism? Or maybe 3x War Walkers but from what I've read most people are saying to either go 2-3 slots of 3x War Walkers or none at all...

This message was edited 2 times. Last update was at 2013/09/17 17:36:42


Easy Stable Flying base tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/356483.page

Check out my Tyrannofex Conversion tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/334523.page

Check out my Librarian holding fire tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/314801.page 
   
Made in gb
Fresh-Faced New User




Warp Spiders! A million times warp spiders. These guys are first blood getting, linebreaker achieving, objective contesting, killing machines. They're AA/AT/AI all wrapped up in awesome sauce.

If I wanted to lose all my friends I'd run 3 units of them every game.

For the price you pay for the too, a squad of 6 swooping hawks is a truly superb harrassment unit


Automatically Appended Next Post:
 Araenion wrote:
War walkers: Glass cannons that need a savvy commander to keep them alive. Knowing when to reserve and outflank and when to deploy is really important.

Nightspinners: Great gun, mobile, sturdy, needs Guide to be reliable.

Fire Prisms: Most versatile HS choice, very unreliable anti-tank, even with Guide, solid anti-infantry, but nowhere near the infantry-killing power of War walkers or even Nightspinners.


^^ This^^

This message was edited 1 time. Last update was at 2013/09/17 19:04:18


 
   
Made in us
Regular Dakkanaut




I would even put a squad of Shadow Weavers in for consideration as well. Easily set up as 5 T7 wounds that have to be eaten through before you lose any fire power. A squad of 3 is less that 100 points and can utilize barrage across the board to blanket light vehicles and infantry.

I haven't used them myself this edition, as they are a pretty immobile unit and don't mesh too well in my play style. But I would consider it if I ever had the points to spare.
   
 
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