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Made in us
Lone Wolf Sentinel Pilot




PA Unitied States

Would you prefere a 10 man Warp Spider squad deep striking or 2 five man Warp Spider squads deep striking? I just can't seem to decide what to do. The 5 man squads seem to be the better way to go more flexable on the field but limits the chance of rolling 6's for AP 1. What do you think?


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Rough Rider with Boomstick



Wiltshire

 Rune Stonegrinder wrote:
Would you prefere a 10 man Warp Spider squad deep striking or 2 five man Warp Spider squads deep striking? I just can't seem to decide what to do. The 5 man squads seem to be the better way to go more flexable on the field but limits the chance of rolling 6's for AP 1. What do you think?


Splitting them up in no way changes the chance of rolling 6s.
Personally I would split them, unless you need the spare slot.

Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

Don't split them, Spiders need 7+ guys to be effective mostly. So either get some more points for two medium sized units, or stay cheaper with the one large, but never go small with them.

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Made in us
Longtime Dakkanaut





I'm siding with a larger unit. But a key factor to playing a flexible army is never shoehorn yourself into "always deep striking".

Never make deployment decisions until you actually set up for a game. You may want to start them on the table if they can hide out of sight. Normal reserves walking on can even be worth while if you know your enemy will come straight at you as it removes some of the dangers of deep striking.

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Made in us
Judgemental Grey Knight Justicar






I run two 5 man units, but that's only because I only own 10 of them right now. I would personally say the more units of these guys you have running around the board, the more problems your opponent will have. One big squad of them kinda yells "focus fire on this thing now". Also, I've found that the 5 man squads are sufficient to hurt tanks, ground FMCs, and threaten Flyers as well.


 
   
Made in us
Executing Exarch





McKenzie, TN

I prefer units of 7+. This helps to keep them above 25% if you get hit by a heldrake template. It also keeps easy kill points off the table. If you only have 10 then 2x5 man squads may be better in some situations. Though a buffing psyker could change that equation.
   
Made in us
Lone Wolf Sentinel Pilot




PA Unitied States

Thabks for your thoughts guys was a little too busy this weekend and couldn't respond untill now.

As I only have 10. I only have the 2 options 1x10 or 2x5. The thing is I'm also considering runnning the 1x10 squad with a Autarch with a warp Jump Generator, Shard of Anaris, Pistol, Death Spinner and Banshee Mask.



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1850 pts
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Made in au
Tea-Kettle of Blood




Adelaide, South Australia

Benefits of splitting them up:
- You can go after 2 different targets.
- More chances to ground FMCs.
- A single unit can't kill all of them in one turn.

Risks of splitting them up:
- Grant easy VPs in The Scouring and Purge the Alien.
- More likely to give up First Blood.
- If one arrives and not the other they're at half strength.
- Takes only a single casualty to force a morale test.
- At half strength in combat.

This message was edited 1 time. Last update was at 2013/09/09 14:10:58


 Ailaros wrote:
You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.

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