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Warp Spiders - 1 squad of 10 or 2 squads of 5
1 squad of 10
2 squads of 5

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Made in hr
Screaming Shining Spear






Something I've been wondering about. I like big, full squads, so I've been running a full squad of 10 of them if points allow, or at least a squad of 8. And what I noticed is that 2 or 3 usually die before getting to shoot, because I can't hide them due to the size of the squad, and then they keep surviving till the end of the game with 4 or 5 models because I can easily hide them behind something and avoid getting shot.

As I said, I like big squads, but a full squad of 10 sometimes feels like a liability due to overwhelming firepower and the squad footprint. What do you think, Dakka? How would you run 10 Warp Spiders?
   
Made in gb
Morphing Obliterator






2 squads of 5 with a spinneret rifle, fast shot exarch.

If they run into a big squad, they can always combine fire to take it down.

Plus the small squads makes it easier to hide them. The only downside is the lower amount of casualties before an LD test. LD9 or an Autarch joining the squad can help with that though.

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Made in us
Horrific Howling Banshee





Highly depends on if you are deepstriking them or not, how much reserve modification you have and if you are running other fast attack choices or not.
   
Made in hr
Screaming Shining Spear






I am running a squad of 6 Hawks. I don't have an Autarch, at least not in this list, so no reserve modification, unless I roll Scrier's Gaze on Divination.

I never deepstrike a squad of 10, but 2 squads of 5, I'd probably DS one, put the other on the table.
   
Made in us
Agile Revenant Titan






Austin, Texas.

i always run 2 squads of 5, and deepstrike both. the are GREAT anti armour. thats there primary role.

each squad getting 10 strenth 7 shots at there juicy back armour..... ooohohohh. to good to pass up.

a 10 man squad will only kill one thing, while 2 5 man will kill 2 things.

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Made in hr
Screaming Shining Spear






Yep, that's kinda my thoughts too. Especially as if you need to gun down infantry, you always can focus both squads into the same unit.
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

2 squads get to split fire between 2 targets. No need to waste shots on the first target if it goes down to the first couple of shots.
If you need to tie something up in cc, the other squad can continue shooting.
Also, a failed LD roll only loses you half the models.

If you DS them, there's more chance that 1 of the units comes on early.

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Made in us
Horrific Howling Banshee





You have the space, I would recommend splitting into 2 squads. And also consider rolling a stategic warlord trait if you can. I just played against an Eldar player that walked a squad of 8, and deepstruck a squad of 5. Can't tell you how the walking worked because I got lucky, siezed and first blooded them. We both DS 5 man units and both were effective. Smaller squads also helps deal with the scatter.
   
Made in us
Judgemental Grey Knight Justicar






two squads of 5. As others have said, spiders are ridiculous anti-armor. If you can deepstrike in both units in the same turn, that's two dead tanks. Due to battlefocus, you're almost always able to run back into rear armor range if you scatter away. I never leave home without a few squads of these boys.


 
   
Made in hr
Screaming Shining Spear






Nice to see people's opinions. This is something I've been thinking about for a while now. Seems like such an arbitrary decision, but it's definitely not.
   
Made in us
Foolproof Falcon Pilot





ALWAYS divide squads as much as possible when you have slots. It makes the enemy overkill squads and gives you more flexibility. The 1/6 chance of KP missions isn't enough to counteract the tactical advantage.

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Made in fi
Homicidal Veteran Blood Angel Assault Marine





They are a fast striking elite force. Mobility is their best weapon.
That, and the fact that 5 guys can cripple almost any unit...

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'd opt for a 10 men squad. I did crazy things with such a unit. On the other hand, a small unit has too less impact.

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Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

2x5 man squads, preferably with exarch with Spinneret Rifle and fast shot. Slightly more expensive then a unit of 10, but when firing at MEQ's or TEQ's you would realize that 3 BS 5 AP 1 shots are far more helpful then 6 BS 4 AP - shots and against vehicles you already have enough (8 strength 7 plus 3 AP 1 shots). The Spinneret is simply to good to pass up!

 
   
Made in us
Executing Exarch





McKenzie, TN

It does depend on what you use them for but overall 2x5 man squads is usually better. The only big positive of a 5 man unit is that it saves you a FA slot and a casting of guide.

You should consider one more option...buy 10 more spiders and run 2x10. I love my spiders so I would vote for that.
   
Made in hr
Screaming Shining Spear






Haha! Well, there's too much else in the codex that I like using. Spiders are amazing, but more than 10 I don't plan on fielding. I've been playtesting with a squad of 10. In the next few games, I'll try the other way around and go with 2 squads of 5.
   
Made in us
Agile Revenant Titan






Austin, Texas.

 wuestenfux wrote:
Well, I'd opt for a 10 men squad. I did crazy things with such a unit. On the other hand, a small unit has too less impact.


yes, see im not saying that 2 5 man are the only way to go, its just me preference.

a 10 man squad will shoot flyers out of the air (when guided) and can go aaround killing really whatever.

its all about preference.

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Made in us
Death-Dealing Devastator






Squads of 10 have always been overkill. My normal build is a squad of ideally 8. They have enough speed that I don't think I have ever deepstruck them. Having a larger squad makes guide more effective and a failed jump test isn't a big deal. That being said I could easily see running two 5 man squads

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Made in us
Speed Drybrushing






Chicago, Illinois

I tend to run with a larger squad (8 or 9 right now, with no Exarch) because I want to maximize the efficiency of my Farseer's Guiding by getting as many models with a single power as possible, allowing me to guide/prescience (for example) both the Spiders and a Wraithknight. If I happen to be running more than one Farseer, I'd probably consider splitting them up into two units. Heck, I'm planning on running two larger units once I have the time to convert another unit of them. They're just that good.

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Made in us
Screaming Shining Spear





Central Pennsylvania

I'd say two squads of 5. Most things you'd engage with a 10-man unit will be overkill so utilizing the 10-man is more difficult.

Also, another of the Warp Spiders' strengths is their ability to bounce back into cover and be hard to get to. When you field 10 models, it is much harder to keep out of LoS and generally manuever effectively.

That said, I run two squads of 6, seems like the perfect number of shots for what I need them to accomplish.

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Sneaky Striking Scorpion




ca, usa

Neither I find that I am only comfortable with Warp spiders being in squads of at least 7. 6 is doable, but I personally would never use 5. You take 2 casualties, and they are not effective at all.

   
Made in us
Been Around the Block




I like 3 squads of 5+exarch (spin rifle + fast shot)

Deep strikes really well. Pretty much guaranteed some will come in when you need them.

Three squads is nice because the guys I play target my spiders first so the loss of one group means I still have a lot of antiarmor left. Also three squads alliws me to recover from a bad scatter or make absolutely sure a high priority target ddies and the loss of one unit does not remove a disproportionate amount of my firepower. Redundancy for the win!
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

Remember you don't have to deep strike.
Starting on the table means you can still get where you need to be, and react quicker if things change.
It's unlikely the squad will get taken out on turn 1, while you get the chance to get a kill in early on.
If you start on the table, bigger squads are better, I feel.

This message was edited 1 time. Last update was at 2013/10/25 09:45:16


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Made in us
Screaming Shining Spear





Central Pennsylvania

 Skinnereal wrote:
Remember you don't have to deep strike.
Starting on the table means you can still get where you need to be, and react quicker if things change.
It's unlikely the squad will get taken out on turn 1, while you get the chance to get a kill in early on.
If you start on the table, bigger squads are better, I feel.


There certainly are times where this is a solid tactic. Just it seems with my meta, deep striking them behind ADLs, Leman Russes and keeping them off the table sometimes until after at least one of the Helldrakes have deployed is more useful. But the tactic you noted is even more reason as to why they are so good. They hre fast, durable and hit hard.

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Made in us
Sybarite Swinging an Agonizer






I hesitate to speak in absolutes but, personally (barring the occasional horrible 12in scatter) deep striking 2 5-man squads of Spiders without Exarchs has always made back it's points cost in kills if not more so. 1 10-man squad wastes shots if it overkills one unit.

Now I don't have the models for it but I would say the true best is outside of the poll choices; 2 10-man squads! So. Much. Win.

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