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Made in se
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I recently got 2 Fire Prisms/Nightspinners and don't know what I should use? What is in your opinion best run in pairs and why?
   
Made in us
Foolproof Falcon Pilot





night spinners are crap. They were great when dangerous terrain was dangerous, but now that armor can be taken they are S6 large blasts and thats about it. Prisms arent great, but they are MUCH better than spinners.

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Made in se
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But then, the blast for the spinner is rending and gives you an advantage if slowing a unit or 2 down... And cab stay out of los...
   
Made in se
Sneaky Striking Scorpion





Sweden

I think both are useful units. However, Fire Prisms should be taken in pairs, while Night Spinners are not necessary to pair, one is enough. I have 2 Prisms and 1 Spinner, but in general, I think Fire Prisms are better than Night Spinners.

This message was edited 2 times. Last update was at 2013/04/11 18:33:00


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Made in gb
Decrepit Dakkanaut






UK

With blasts no longer needing the hole ever the hull to do full damage, Fire Prisms definitely got a lot better against vehicles, and Night Spinners generally didn't change in the transition from 5th to 6th.

That armour saves can be taken against dangerous terrain doesn't mean anything against vehicles, and with glancing hits now stripping hull points, it's possible for the spinner to be a bit better against them, but not a whole lot. Against vehicles, Spinners stayed the same, really.

Against infantry, neither vehicle changed much, but the spinner lost out through DT now allowing armour saves. Now slapping a blast marker on a squad of slogging marines isn't as effective, but guard, orks, and tyranids will still suffer (less so than last edition, but a 5+ or 6+ save still won't save as many by far as a marine's 3+).

Rending didn't change, so you can try and slice through some armour with it, and combined with Doom could make for some painful attacks. The Spinner, being barrage, can also completely ignore an opponent's aegis, so can make for some surprising results when dropped on a hiding guard platoon. Suddenly they don't have their 4+ cover and are relying on 5+ flak armour.

I'd say the decision still depends on your local meta and is still largely personal choice (my experiences with Spinners were rubbish, and combined with the fact that I think the Fire Prism is much cooler, it made my choice a little easier).

Best answer is to probably try each one out for a few games and see which you prefer.

This message was edited 1 time. Last update was at 2013/04/11 18:50:30


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I'll do that

Thank you for the replies! I'll try them both out and see what happens... Personally I like the ideaof a nighthunter above a vaporiser, but then, that's just me doing a dark coloured army (making my own Craftworld that strikes at night...)
   
Made in gb
World-Weary Pathfinder






Thing about a Night Spinner is, from turn one you can be forcing saves on things that can't even see you... a large blast with re-rolled scatter is surprisingly accurate in my experience. I think it comes down to personal taste, I'd rather take 2 Wraithlords or 2x3 scatterwalkers or something than a pair of Fireprisms, but with that last left over slot a Night Spinner is a cheap and effective unit.

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