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Made in us
Longtime Dakkanaut




Belly wrote:
Anyone suggesting charging them - doesn't quite know how a good player with use them.

The spiders will be positioned 11.5 inches away from your unit, and will shoot. They then run 3.5 inches (or a flat 6' with a battlehost). They'll then jump 2d inches away with a jetpack move. On average, you will have to make a 10 inch charge with whatever fast assault unit you are trying to use.

If part of a battllehost, on average, they will be outside of charge range.

They will be on your flanks, or behind your army. So any movement towards them is movement away from the Jetbikes & whatever that makes up the majority of his army.

Even if you make assault, you best be wiping them all out in that charge. If you don't the remainder will H&R away, and your fast assault unit has just moved a long way in the wrong direction.

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.


This doesnt take into account the enemy often has just as many options to counter the threat. You will not be able to manuever as much in a real game. On paper this sounds good, in reality, there are too many other variables to counter.

This message was edited 1 time. Last update was at 2016/02/16 00:40:05


 
   
Made in gb
Yellin' Yoof



Staffordshire

Kill them with fire,literally
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

I don't think the player across the table is going to sit by and watch as I set their models on fire...
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

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:
Bharring wrote:
Even an ASM squad is a good CC threat
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.

This message was edited 2 times. Last update was at 2016/02/16 03:32:37


 
   
Made in us
Fixture of Dakka





I keep forgetting that BS auto-pass LD.
   
Made in ca
Swift Swooping Hawk





Bharring wrote:
I keep forgetting that BS auto-pass LD.


If you challenge the Exarch when you charge and can actually kill him. That auto-pass LD is gone and the squad is subject to sweeping advance before the hit and run.
   
Made in gb
Regular Dakkanaut




 Erik_Morkai wrote:
Bharring wrote:
I keep forgetting that BS auto-pass LD.


If you challenge the Exarch when you charge and can actually kill him. That auto-pass LD is gone and the squad is subject to sweeping advance before the hit and run.
But why would the Eldar player accept the Challenge? He can just refuse the Challenge, auto-pass the morale test and Hit & Run away.
   
Made in us
Fixture of Dakka





Even if he accepts, thanks to being W2, the ASM sarge needs something more than a Chainsword. A power (anything) would work, though.
   
 
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