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Made in gb
Apprehensive Inquisitorial Apprentice





Going to be playing some kill team games and thought it would be a good (and cool) idea to use a warrior aspect like striking scorpions, banshees or warp spiders. Just wandered if anyone could offer me any tips about which and how to get the best out of them as this will be my fist time playing with them!

"Do or do not. There is no try"
"Truth is subjective"
Inquisitor Stelios

"Always assume your enemy knows something you do not"
"Fate rarely calls upon us at a moment of our choosing."
Brother-Librarian Sebastion Adonis

 
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

Keep them in cover, or out of sight.
Warp spiders can jump out of sight after shooting.
Gang up when you can, as your S is low. You need to get a lot of hits in to make up for that.

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Made in au
Rookie Pilot






Melbourne, Australia

scorpions are bad news. s4 but not a single thing else going for them,i'd take banshee units any day unless you are fighting grots

 
   
Made in dk
Hardened Veteran Guardsman





Striking scorpions are fine, the improved armour save is a big difference. You can also take a powerfist on the sergeant if you want.
   
Made in no
Terrifying Doombull





Hefnaheim

Yes avoid getting shot with high strengt weapons and hug cover. Be sneaky
   
Made in ca
Swift Swooping Hawk





Keep your Warp Spiders squad size at 5 if fielding multiple squads or 6-7 if a single squad.

If you field a full 10 Warp Spider squad, your Deep Strike footprint will cause you problems. Also, sucessfully hiding 10 models with the assault move is hard, hiding 6 is not so bad.

Take the dual spinners on the exarch or Spinneret Rifle if you feel the need. Avoid powerblades and close combat with them.

If you have points take Withdraw, if they get charged you can Overwatch a ton of shots, break away at the end of assault and blast them again the turn after and assault move away from the unit.

This message was edited 2 times. Last update was at 2012/09/07 15:12:21


 
   
Made in us
Foolproof Falcon Pilot





just throw 8 warp spiders w exarch with death spinner at them. KT really hurts eldar since the exarchs cant give powers to other members of the squad. However, the warp spider exarch can get PE from the USR which means he hits on 2s, rerolling 1s, wounds on 2s, rerolling 1s, and is AP1. Or you can go dual spinners for more wounds, but the AP1 means its more reliable with the deathspinner.

Not much of eldar is viable in KT. SS are T3 and get taken down by bolter fire pretty easily 4A is decent in melee, but not stellar. DA work decent, but arent anything amazing. Vypers can work with star cannons to stay out of range and punish GK or other mid shooting armies.

Eldar rely on synergy and HQ choices to compete. KT removes both.

Hornets, however are amazing if you take 2 or more. If 2, squadron them with 3x star cannons 1 scatter laser. If 3, run 5x cannons and 1 scatter laser. Only heavy weaps can do much to them, 5+ jinks, fast, decent damage output that can spread between a lot of units, and most armies in KT arent outfitted to fight vehicles at longer ranges.

"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
~14k
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Made in gb
Apprehensive Inquisitorial Apprentice





ahh yeah that was my other query: what are the USR? Because in the new rule book I can ony find reference to special rules?

"Do or do not. There is no try"
"Truth is subjective"
Inquisitor Stelios

"Always assume your enemy knows something you do not"
"Fate rarely calls upon us at a moment of our choosing."
Brother-Librarian Sebastion Adonis

 
   
Made in gb
Regular Dakkanaut




Nocturne

Yeah warp spiders will probably be the best choice just because of the jump move. If you are playing meq
maybe take a spinneret rifle for ap 1? And take powerblades.


 
   
 
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