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![[Post New]](/s/i/i.gif) 2010/05/26 19:32:23
Subject: Night Spinner rules in latest White Dwarf
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[DCM]
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Agreed!
It IS officially, as stated by GW!
Some people...
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![[Post New]](/s/i/i.gif) 2010/05/26 19:50:16
Subject: Re:Night Spinner rules in latest White Dwarf
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Grisly Ghost Ark Driver
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Next version of spearhead...Brass Skorpions. C'mon Skorpionsssss!
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![[Post New]](/s/i/i.gif) 2010/05/26 19:53:23
Subject: Night Spinner rules in latest White Dwarf
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[DCM]
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Dare to dream?
Live in hope, die in vain?
Er, yes?
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![[Post New]](/s/i/i.gif) 2010/05/26 19:55:57
Subject: Re:Night Spinner rules in latest White Dwarf
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Decrepit Dakkanaut
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Kurgash wrote:Next version of spearhead...Brass Skorpions. C'mon Skorpionsssss!
If GW/ FW pull another Trygon/Piranha/Skyray on me, I'll be pissed.
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![[Post New]](/s/i/i.gif) 2010/05/26 21:03:21
Subject: Night Spinner rules in latest White Dwarf
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Fresh-Faced New User
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So - if a mob of 30 boys gets hit by the nighspinner - next turn they move - do all 30 take dangerous or just the ones who didnt fail to be wounded?....
imagine hitting 3 squads of boyz clumped together. Eww.
I think i may buy a ton of these just to make Turrets for my wave serpents. Sell the Bits on Ebay that i dont use to make up the cost.
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![[Post New]](/s/i/i.gif) 2010/05/26 21:05:34
Subject: Night Spinner rules in latest White Dwarf
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Consigned to the Grim Darkness
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It says any "unit", which is the entire squad.
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2010/05/26 22:09:21
Subject: Night Spinner rules in latest White Dwarf
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Decrepit Dakkanaut
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Melissia wrote:Speaking from the perspective of a Guard player, I'd say it's better to purchase in squadrons of two rather than three... you get the benefits of a squadron while minimizing the risk (IE only the first immobilize destroys, not the first two).
If the two immobilise results are the result of one unit shooting at you, then as all damage is resolved simultaneously you WOULD have both models destroyed.
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![[Post New]](/s/i/i.gif) 2010/05/26 22:32:42
Subject: Re:Night Spinner rules in latest White Dwarf
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Pauper with Promise
Where the waves meet the shore.
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It's an excellent disruption unit, and it might give some indication into how GW will change the Eldar in the future. Instead of adding more movement enchancing rules, they'll give Eldar additional abilities for distrupting enemy movement instead.
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![[Post New]](/s/i/i.gif) 2010/05/26 22:36:06
Subject: Night Spinner rules in latest White Dwarf
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Consigned to the Grim Darkness
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nosferatu1001 wrote:Melissia wrote:Speaking from the perspective of a Guard player, I'd say it's better to purchase in squadrons of two rather than three... you get the benefits of a squadron while minimizing the risk (IE only the first immobilize destroys, not the first two).
If the two immobilise results are the result of one unit shooting at you, then as all damage is resolved simultaneously you WOULD have both models destroyed.
Only if each immobilize occurred in the same phase. If it occurs in different phases, then no.
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2010/05/26 22:37:39
Subject: Night Spinner rules in latest White Dwarf
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Fresh-Faced New User
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I agree, i hope this is the way they are going to change the Eldar. It would be great to stop Tanks in their tracks, slow assaulty units, stun units while other eldar clean up house.
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![[Post New]](/s/i/i.gif) 2010/05/26 22:38:13
Subject: Night Spinner rules in latest White Dwarf
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Consigned to the Grim Darkness
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I don't get people saying this thing sucks...
... it has good strength, it's large blast, it's not ordnance (IE the vehicle can move and fire), it pins (from barrage, IIRC), it's rending, it's twin-linked, it does damage in the enemy turn AFTER the shot is fired if the enemy wants or has to move, and its special ability works on vehicles as well as infantry. It always hits side armor, and cover is determined from the middle of the blast... it's a friggin' nightmare of a unit.
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2010/05/26 23:22:39
Subject: Night Spinner rules in latest White Dwarf
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Fresh-Faced New User
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I agree with melissia, it is going to be nightmarish.
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![[Post New]](/s/i/i.gif) 2010/05/26 23:38:02
Subject: Night Spinner rules in latest White Dwarf
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Nihilistic Necron Lord
The best State-Texas
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Any word of these can be taken in squads yet?
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![[Post New]](/s/i/i.gif) 2010/05/26 23:40:24
Subject: Re:Night Spinner rules in latest White Dwarf
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Veteran Inquisitorial Tyranid Xenokiller
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No, these are vehicle only. There is a spinner type weapon you can have as a Heavy Support artillery unit, but not like this.
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New Career Time? |
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![[Post New]](/s/i/i.gif) 2010/05/26 23:41:52
Subject: Night Spinner rules in latest White Dwarf
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Consigned to the Grim Darkness
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That's not what they asked
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2010/05/26 23:43:18
Subject: Re:Night Spinner rules in latest White Dwarf
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Veteran Inquisitorial Tyranid Xenokiller
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Oh, did he mean squadrons? Took me a minute to figure out what you meant, M.
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New Career Time? |
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![[Post New]](/s/i/i.gif) 2010/05/26 23:45:36
Subject: Night Spinner rules in latest White Dwarf
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Consigned to the Grim Darkness
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Yeah, that's what he meant. Were they single vehicles, or in squadrons?
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2010/05/26 23:47:20
Subject: Re:Night Spinner rules in latest White Dwarf
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Veteran Inquisitorial Tyranid Xenokiller
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Well that's a different question. I don't have WD, so I can't answer that. I'd guess no. edit:erk! 2 more to 1000
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This message was edited 1 time. Last update was at 2010/05/26 23:47:52
New Career Time? |
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![[Post New]](/s/i/i.gif) 2010/05/27 01:14:25
Subject: Night Spinner rules in latest White Dwarf
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Nihilistic Necron Lord
The best State-Texas
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Sorry! I did mean Squadrons! I must have just cut that last bit off!
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![[Post New]](/s/i/i.gif) 2010/05/27 05:01:56
Subject: Night Spinner rules in latest White Dwarf
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The New Miss Macross!
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Melissia wrote:I don't get people saying this thing sucks...
... it has good strength, it's large blast, it's not ordnance (IE the vehicle can move and fire), it pins (from barrage, IIRC), it's rending, it's twin-linked, it does damage in the enemy turn AFTER the shot is fired if the enemy wants or has to move, and its special ability works on vehicles as well as infantry. It always hits side armor, and cover is determined from the middle of the blast... it's a friggin' nightmare of a unit.
ordnance in 5th can move and fire just like other weapons... you just can't fire another weapon on the same vehicle if you fire ordnance barring a special rule like the leman russ gets.
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![[Post New]](/s/i/i.gif) 2010/05/27 05:07:12
Subject: Night Spinner rules in latest White Dwarf
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Consigned to the Grim Darkness
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Ordnance Barrage must be fired while stationary (I think anyway... I don't have my book with me...). But the Night Spinner is Heavy Barrage.
I don't have to deal with either rule on a regular basis, so eh... I defer to you.
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This message was edited 4 times. Last update was at 2010/05/27 05:11:32
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2010/05/27 05:17:12
Subject: Night Spinner rules in latest White Dwarf
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Longtime Dakkanaut
Brotherhood of Blood
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Fun Tank for fluff and casual play but in competetive play it goes up against a Prism for the same points. When compared with a Prism there really is no comparison and because it's a heavy choice it really won't see much use over Falcons and Prisms.
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![[Post New]](/s/i/i.gif) 2010/05/27 05:20:54
Subject: Night Spinner rules in latest White Dwarf
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Consigned to the Grim Darkness
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Lemartes wrote:Fun Tank for fluff and casual play but in competetive play it goes up against a Prism for the same points. When compared with a Prism there really is no comparison and because it's a heavy choice it really won't see much use over Falcons and Prisms.
You state this without justification. Allow me to reiterate my argument from before:
... it has good strength, it's large blast, it moves 12" and fires, it pins (from barrage, IIRC), it's rending, it's twin-linked, it does damage in the enemy turn AFTER the shot is fired if the enemy wants or has to move, and its special ability works on vehicles as well as infantry. It always hits side armor, and cover is determined from the middle of the blast... it's a friggin' nightmare of a unit.
This is going to be a royal pain in the ass to deal with.
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The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
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![[Post New]](/s/i/i.gif) 2010/05/27 05:47:32
Subject: Re:Night Spinner rules in latest White Dwarf
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Shrieking Guardian Jetbiker
Los Angeles, CA
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This guy is gonna be a great big middle finger to the stubborn commissar blob, and might be an annoyance to jump troops, but I don't see a dangerous terrain test being more effective than a S9 BS4 blast on a vehicle. Even on a landraider the focused beam from a prism is going to have twice the chance of affecting the tank than the test would.
That being said, this tank still has the same weakness the fire prism possesses. One or two cheapo las cannons shut the dang thing up for a turn, if not for the rest of the game.
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Eldritch Raiders 2500
Ogre Kingdoms 1500
LotR-Mordor 750 |
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![[Post New]](/s/i/i.gif) 2010/05/27 09:06:52
Subject: Night Spinner rules in latest White Dwarf
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Ultramarine Land Raider Pilot on Cruise Control
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@Melissia - Ordnance barrage weapons can be fired on the move (subject to normal restrictions) but the unit may not fire any other weapon on the turn it fires its ordnance (whether it moves or not). The Doomweaver is a normal barrage weapon anyway and this does not apply, but as you asked
@Everyone who asked... - This is a single vehicle, not available in squadrons.
FWIW there is an aquila stamp in the top corner of the page with 'Official' written on it. Make of that what you will...
Oh, and I don't know if anyone mentioned this yet but the range is 12"-72" so don't let the enemy get close
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While you sleep, they'll be waiting...
Have you thought about the Axis of Evil pension scheme? |
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![[Post New]](/s/i/i.gif) 2010/05/27 11:41:37
Subject: Night Spinner rules in latest White Dwarf
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Been Around the Block
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Chimera_Calvin wrote:@Melissia - Ordnance barrage weapons can be fired on the move (subject to normal restrictions) but the unit may not fire any other weapon on the turn it fires its ordnance (whether it moves or not). The Doomweaver is a normal barrage weapon anyway and this does not apply, but as you asked
@Everyone who asked... - This is a single vehicle, not available in squadrons.
FWIW there is an aquila stamp in the top corner of the page with 'Official' written on it. Make of that what you will...
Oh, and I don't know if anyone mentioned this yet but the range is 12"-72" so don't let the enemy get close 
It clearly tells you on PG.58 that Ordnance Barrage weapons may only fire if the vehicle was stationary, the gun crew must concentrate on getting the co-ordinates right before firing. However, you are probably thinking of firing the gun directly, where it is treated as a regular ordnance weapon.
Anyhoo, the nightspinner is a Barrage/ Large blast, not Ordnance barrage, so it can be fired on the move.
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![[Post New]](/s/i/i.gif) 2010/05/27 11:44:21
Subject: Night Spinner rules in latest White Dwarf
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Martial Arts Fiday
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Chimera_Calvin wrote:@Melissia - Ordnance barrage weapons can be fired on the move...
No, a vehicle must remain stationary to fire an Ordinance Barrage indirectly. BRB pg 58.
Regular Barrage weapons are fair game though.
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"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"
-Nobody Ever
Proverbs 18:2
"CHEESE!" is the battlecry of the ill-prepared.
warboss wrote:
GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up. 
Albatross wrote:I think SlaveToDorkness just became my new hero.
EmilCrane wrote:Finecast is the new Matt Ward.
Don't mess with the Blade and Bolter! |
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![[Post New]](/s/i/i.gif) 2010/05/27 11:47:39
Subject: Re:Night Spinner rules in latest White Dwarf
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Ultramarine Land Raider Pilot on Cruise Control
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 Sorry, mixing up my Ordnance and Ordnace Barrage rules there, that's what you get for posting half distracted on a thursday morning...
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While you sleep, they'll be waiting...
Have you thought about the Axis of Evil pension scheme? |
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![[Post New]](/s/i/i.gif) 2010/05/27 15:17:23
Subject: Night Spinner rules in latest White Dwarf
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Regular Dakkanaut
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Melissia wrote:Lemartes wrote:Fun Tank for fluff and casual play but in competetive play it goes up against a Prism for the same points. When compared with a Prism there really is no comparison and because it's a heavy choice it really won't see much use over Falcons and Prisms.
You state this without justification. Allow me to reiterate my argument from before:
... it has good strength, it's large blast, it moves 12" and fires, it pins (from barrage, IIRC), it's rending, it's twin-linked, it does damage in the enemy turn AFTER the shot is fired if the enemy wants or has to move, and its special ability works on vehicles as well as infantry. It always hits side armor, and cover is determined from the middle of the blast... it's a friggin' nightmare of a unit.
This is going to be a royal pain in the ass to deal with.
Lemates is correct, it’s not that good and after a couple games, I think most Eldar players will relegate it to the shelf in favor of other options.
The biggest reason it suffers is because of the current mechanized meta game. The vehicle lacks reliable AV cracking capability and that’s its main issue.
But, here’s a simple analysis compared to the Fire Prism in its intended roll – infantry killer.
Let say the Night Spinner hits, on average, 7 models with its twin linked pie plate compared to 5 for the Fire Prism which isn’t twin linked when firing unlinked.
Vs. MEQ:
NS = 7 hits = 1.166 rending wounds + 4.666 normal wounds = 1.166 + 1.555 failed saves = 2.721 dead MEQ’s (42.263 points per kill) + they have to make a pin test and move through dangerous terrain next turn.
FP = 5 hits = 3.333 wounds = 1.111 failed saves = 1.111 dead MEQ’s (103.51 points per kill)
Clearly the Nightspinner is more efficient but, in all honesty 3 dead MEQ’s compared to 1… not REALLY that significant a tabletop impact.
Now, let’s double the number of NS on the table and the number of Fire Prisms on the table because that’s an extremely important consideration given the prisims linking capacity. The shots become twin linked for the prism so we’ll up the hits to 7 but one NS gets 7 hits and the other gets 6 because of removed casualties.
NS = 13 hits = 2.166 rending wounds + 8.666 normal wounds = 2.166 + 2.888 failed saves = 5.054 dead MEQ’s (45.508 points per kill) + the good stuff
FP = 7 hits = 5.833 wounds = 5.833 failed saves = 5.833 dead MEQ’s (39.43 points per kill)
From a purely killing perspective 1 NS outperforms the Fire Prism against MEQ but 2 fireprisms outperform 2 NS – add to that the ability of the fire prisms to small blast MC’s and vehicles and the prism starts to look a lot more worthwhile.
Now – let’s look at things from the eyes of some tightly packed Boyz
Let’s give the pie plates 10 hits – which is a bit much but lets say we’re facing green tide and there’s no choice but to pack things tight.
NS = 10 hits = 1.666 rending wounds + 6.666 wounds = 1.666 + 5.555 failed saves = 7.221 dead boyz + the good stuff
FP = 10 hits = 6.666 wounds = 6.666 failed saves = 6.666 dead boyz
NS > FP by a narrow margin and, at 6 points per Boy, the margin is very narrow indeed… but the 23 remaining boys WILL be moving through dangerous terrain so that may buy a bunch more wounds.
Things would stay pretty much the same if you added a second fire prism.
So, the Night Spinner is a more efficient infantry killer than the Fire Prism. {sarcasm}I know, as an Eldar player, between Bladestorming Dire Avengers, Dual flamer Guardians + Destructor Warlocks, Striking Scorpions, Warp Spiders, and Scatter Laser War Walkers I struggle furiously with the ability to kill infantry so, give the options available to me, this JUST might be the solution I’ve been desperate for all this time.{/sarcasm}
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![[Post New]](/s/i/i.gif) 2010/05/27 15:31:24
Subject: Night Spinner rules in latest White Dwarf
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Ultramarine Land Raider Pilot on Cruise Control
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@incarna - You've mentioned the economy of scale with multiple Fire Prisms giving you the capability of twin linking and increasing firepower or splitting fire, but the Night Spinner also has an economy of scale - just a more subtle one.
By being able to put multiple enemy units into difficult/dangerous terrain you will not only cause more casualties but also slow down multiple units. This can be used to great advantage to cause bottlenecks in an enemy advance. As an eldar player your greatest advantage is the fact that you will be more mobile than your opponent.
The Night Spinner's job is not to kill things (although it does kill infantry and light vehicles very well) but to act as a force multiplier for your superior mobility by reducing your opponents.
Against infantry heavy armies like Orks and especially Tyranids (maybe even Blood Angels), the Night Spinner is a superior choice. As with all things the final decision will depend on your local meta, but I don't think the choice is as cut-and-dry as it first appears.
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While you sleep, they'll be waiting...
Have you thought about the Axis of Evil pension scheme? |
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