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Made in us
Elite Tyranid Warrior





So I am attending a tourny this weekend and I pretty much know the majority of what I will be facing.
Two blood angel armies one DOA one mech , a highly mechinized IG player and a necron player. This I know
So with that said Im trying out different tactics here with a night spinner . I def think against the Doa army it will cripple them heavily. What do I cripple though ? a libby squad ?

Basic idea is to throw doom if I can on watever unit so I can get those nice rends.

One prism is a bust IMO anybody feel different ?

Im not larger than life , Im not taller than trees..
6000+ 1500+ 
   
Made in us
Bounding Assault Marine






I'm a night spinner guy, and I run two.

I recieve plenty of jabs about it, but won the last tourney I played in with them.
   
Made in au
Shrieking Guardian Jetbiker




Perth, AUS

Another dual Night spinner fan here,

Considering they drop in base to base, and you have a S6 TL rending template... even one of them is gonna cause a mess
That said though, jump infantry ignore difficult terrain, so it won't slow them down, but there's a chance they can die from moving

They are dynamite against crons, as they can pretty much hit the warriors where ever they hide

But since there are two mech heavy armies maybe run 2 prisms and 1 night spinner?

This message was edited 1 time. Last update was at 2011/06/22 01:34:19


Altansar -7k
Black Legion - 4k
My Blog - Getting It Done 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, DoA will not cripple vs. a Night Spinner.
This tank may take down 1 or 2 Marines per round but this will not be decisive.
Dual Fire Prims with twin-linked S6 blast would be more suitable especially vs MEQ.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Elite Tyranid Warrior





MikZor wrote:
That said though, jump infantry ignore difficult terrain, so it won't slow them down, but there's a chance they can die from moving


That is sooooo lame....

Im not larger than life , Im not taller than trees..
6000+ 1500+ 
   
Made in us
Daemonic Dreadnought






DoA is very crippled by a night spinner. Every time they jump or assault 1/6 marines die. If marine units are close to each other the spinner can clip multiple units forcing a potential 20 dangerous terrain tests on the next turn.

Fire Prisims are very unimpressive against DoA. For 260+ points a pair of them can link fire for a 6/3 blast, the marines still get a 4+ FNP, potential 4+cover if eldar infantry are in the way, and a potential 5+ cover if runes of warding are not on the field.

2 Falcons and a war walker squad or 2 falcons and a night spinner impress me far more than fire prisms.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Elite Tyranid Warrior





wuestenfux wrote:
Dual Fire Prims with twin-linked S6 blast would be more suitable especially vs MEQ.

This is my problem, Doa angels blowing up the only thing reliable enuf to take em out effectivly...
guess i just need to castle and fortune or flat out and fortune


Automatically Appended Next Post:
schadenfreude wrote:

2 Falcons and a war walker squad or 2 falcons and a night spinner impress me far more than fire prisms.


War walkers have performed very subpar for me in the past...

This message was edited 1 time. Last update was at 2011/06/22 07:39:39


Im not larger than life , Im not taller than trees..
6000+ 1500+ 
   
Made in us
Daemonic Dreadnought






Eyesedragon wrote:
MikZor wrote:
That said though, jump infantry ignore difficult terrain, so it won't slow them down, but there's a chance they can die from moving


That is sooooo lame....


Dangerous terrain tests are far worse than being slowed down.

1/6 of them die in every movement phase with no armor or FNP. 2 units can be clipped by 1 night spinner. Furthermore every single model has to make a dangerous terrain test, and there is no wound allocation. If a 10 man squad with a jump librarian, priest, 2 melta guns, and a sarge are hit then the jump librarian, priest, 2 melta guns, and the sarge each have to make a dangerous terrain test which will kill any of them with no save except the 2 wound librarian. If the priest dies the BA player looses his FNP bubble, and it's absolutely essential for eldar to kill the priests.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

schadenfreude wrote:
Eyesedragon wrote:
MikZor wrote:
That said though, jump infantry ignore difficult terrain, so it won't slow them down, but there's a chance they can die from moving


That is sooooo lame....


Dangerous terrain tests are far worse than being slowed down.

1/6 of them die in every movement phase with no armor or FNP. 2 units can be clipped by 1 night spinner. Furthermore every single model has to make a dangerous terrain test, and there is no wound allocation. If a 10 man squad with a jump librarian, priest, 2 melta guns, and a sarge are hit then the jump librarian, priest, 2 melta guns, and the sarge each have to make a dangerous terrain test which will kill any of them with no save except the 2 wound librarian. If the priest dies the BA player looses his FNP bubble, and it's absolutely essential for eldar to kill the priests.

Schadenfreude, you're right.
But the number of casualties is very limited.
As a DoA player, I really don't care much.
If the Nightspinner gets really annoying, a DoA army can easily blow it up (deep strike + meltas).

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Daemonic Dreadnought






wuestenfux wrote:
schadenfreude wrote:
Eyesedragon wrote:
MikZor wrote:
That said though, jump infantry ignore difficult terrain, so it won't slow them down, but there's a chance they can die from moving


That is sooooo lame....


Dangerous terrain tests are far worse than being slowed down.

1/6 of them die in every movement phase with no armor or FNP. 2 units can be clipped by 1 night spinner. Furthermore every single model has to make a dangerous terrain test, and there is no wound allocation. If a 10 man squad with a jump librarian, priest, 2 melta guns, and a sarge are hit then the jump librarian, priest, 2 melta guns, and the sarge each have to make a dangerous terrain test which will kill any of them with no save except the 2 wound librarian. If the priest dies the BA player looses his FNP bubble, and it's absolutely essential for eldar to kill the priests.

Schadenfreude, you're right.
But the number of casualties is very limited.
As a DoA player, I really don't care much.
If the Nightspinner gets really annoying, a DoA army can easily blow it up (deep strike + meltas).


As a DoA player I'll say the following.

The night spinner is very accurate. As a CSM player who loves havoc missile launchers on rhinos I'll say first hand TL small blasts are dead on accurate. A TL large blast that only needs to clip 1 man in the priest's squad is so accurate it should almost never entirely miss every member of the priests squad.

5/6 turns the Night spinner is an annoying nuisance that forces a lot of pinning checks and dangerous terrain checks.
1/6 turns the night spinner cripples the DoA army by killing a priest.

If the BA player moves and assaults that's 2 dangerous terrain tests per turn 1 in the movement phase and another in the assault phase.

2/3 turns in which the BA player assaults the eldar in his assault phase after moving the Night spinner is an annoying nuisance that forces a lot of pinning checks and dangerous terrain checks.
1/3 turns in which the BA player assaults the eldar in the assault phase after moving turns the night spinner cripples the DoA army by killing a priest.

That being said you have the right idea. Kill the night spinner as a priority target by deep striking melta guns next to it. The only problem is if the Eldar player can then use the night spinner as bait (it is cheap enough to qualify as bait), and/or castles up in a corner to protect the night spinner. Either way the night spinner is absolutely worth it's low point cost when fighting DoA.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Schadenfreue, I agree with you that the NS can be annoying.

That being said you have the right idea. Kill the night spinner as a priority target by deep striking melta guns next to it. The only problem is if the Eldar player can then use the night spinner as bait (it is cheap enough to qualify as bait), and/or castles up in a corner to protect the night spinner. Either way the night spinner is absolutely worth it's low point cost when fighting DoA.

Killing should not be an issue if it operates behind the Eldar front ranks.
Problems arise when Eldar castles up so that deep striking close to NS becomes very risky.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in au
Shrieking Guardian Jetbiker




Perth, AUS

If the BA player moves and assaults that's 2 dangerous terrain tests per turn 1 in the movement phase and another in the assault phase.

Unfortunatley this is not true they take the test when they move, then the marker is removed at the end of movement, so they charge without it, however if they don't move then charge, they have to take both tests since they charge on foot, also they must test if they got hit with it and fall back Say you fired the night spinner first, then fire something else at them, they fail morale and flee, they then take dangerous terrain checks and the marker is removed

I'd still probably run two spinners, for a few reasons:
1. They're rending
2. Its still a S6 blast!!
3. Very accurate!!
4. Dangerous terrain
5. If prisms link beams, your only firing one blast(keep in mind this is also TL) from two tanks

Also if they clip a vehicle they also have to test just keep a unit to screen them from meltas and/or keep them near your board edge so they can't DS behind it.

As for the Dangerous terrain checks, don't expect massive things from it, it's as common as a terminator failing a save, i find the S6 rending does all the work, while the terrain checks mess with there heads, most people target everything they have at it since its annoying.

This message was edited 3 times. Last update was at 2011/06/23 01:30:51


Altansar -7k
Black Legion - 4k
My Blog - Getting It Done 
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

I'm a ork player...

And I dread the dual-spinner lists more than the prism.

Also... aren't the spinners Barrage? So you don't need LoS and it also always hits the vehicle sides?

'nother plus if you ask me...

But I did figure out a neat trick to prevent Dangerous terrain test. I'd just move one model... and that one model is the only one that has to take the test. But, then again, if I'm moving only one model... I ain't going very far... lol... which is a good thing for the eldar player... :(

Live Ork, Be Ork. or D'Ork!


 
   
 
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