harkequin wrote:Actually, unless you are playing ITC they can
RAW unlimited flicker jump.
ETC even allows it. Shooting them is generally pointless. But 10 dudes with bolters, and no better targets? Might drop 1 or 2.
Most of my games are ITC or ITC practice games (thus following the
FAQ).
That does depend on where you are playing
Automatically Appended Next Post: Not really. With hit and run, I know that a 5 man ASM squad will take down 1-2 of spiders.
A single ASM assaulting kills 1/3 of a spider.
(1/2 to hit) * (2/3 to wound) * (1/3 failed save) * 3 attacks = 1/3 chance to kill a spider per marine.
Afterwords, the spiders will just hit and run out of combat and shoot the marines dead. It's not that effective of a threat.
Now something that can kill a LOT of spiders in a turn, like thunderwolfs are a different story.
Automatically Appended Next Post: Belly wrote:So, the best way to play against them...is to try to ignore them and go after the stuff you know you can catch. By all means, fire whatever bolters etc at them that you can. Get him to flickerjump away. If he's 18-24 inches away, he won't be shooting next turn.
That's percisely why bolters are so effective here. If I flickerjump away, I'm stuck moving the 6" jet pack + 6" run. to the next target. I would much rather go
2d6" + 6" warp jump plus 6" run. That's an average of 19" to 12", giving a much greater threat range.
So when I'm shot at by 10 bolters, I usually just take the hits, knowing it might only cost 1 spider rather than flicker away. By nickel and dimeing, this can put a serious dent into spiders.