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Made in gb
Devastating Dark Reaper






So as per this: http://natfka.blogspot.co.uk/2015/04/the-latest-information-on-new-eldar.html

Spiders now apparently wound against initiative but any ideas how this will work? The simple way is just wound against I which would be a nerf but the bottom of that article says they got better and killed a c'tan easily (which I think has I4).

But how else could it be done? Wound on 2+ of the spiders I is higher maybe?

This message was edited 1 time. Last update was at 2015/04/19 22:42:11


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Made in us
Auspicious Daemonic Herald





You are over complicating this. They wound against initiative in the same way normal units wound against toughness.

This message was edited 1 time. Last update was at 2015/04/19 22:48:15


 
   
Made in ca
Fixture of Dakka






Yeah, wounding against initiative is actually pretty cool. It would be nice if more units in the game were set up like this!
   
Made in gb
Devastating Dark Reaper






 CrownAxe wrote:
You are over complicating this. They wound against initiative in the same way normal units wound against toughness.



Ahh I see, so still S6 but the calculation made against I. That is pretty awesome - especially since I have 25 of them painted up!

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Made in us
Hellish Haemonculus






Boskydell, IL

Really? Sweet! As a DE player, I might have a reason to hope for the Init boosting drugs.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Executing Exarch





McKenzie, TN

If the spiders guns are still essentially the same stats but with the initiative part of the rule changed then a unit of 10 will kill most any MC with ease. That would be 20 shots, wounding on 2+ against I4, AP1 on a to wound of 6, which equals ~5 wounds on most 3+ armour save MCs. Keep in mind this ignores the formations which it appears they can be taken in. One of which seems to give them +1 BS (that is 6 wounds on a wraithknight).
   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

 ansacs wrote:
If the spiders guns are still essentially the same stats but with the initiative part of the rule changed then a unit of 10 will kill most any MC with ease. That would be 20 shots, wounding on 2+ against I4, AP1 on a to wound of 6, which equals ~5 wounds on most 3+ armour save MCs. Keep in mind this ignores the formations which it appears they can be taken in. One of which seems to give them +1 BS (that is 6 wounds on a wraithknight).


As a Daemon player, my LoC doesn't give a flying rat's fart...

My Prince however is massively thrilled by this huge nerf to the Spirders' effectiveness! He's suddenly gone from eating wounds on a 3+ to now only caring about 6's - with re-rolling 1's to save of course, because Tzeentch!

 
   
Made in gb
Devastating Dark Reaper






Experiment 626 wrote:
 ansacs wrote:
If the spiders guns are still essentially the same stats but with the initiative part of the rule changed then a unit of 10 will kill most any MC with ease. That would be 20 shots, wounding on 2+ against I4, AP1 on a to wound of 6, which equals ~5 wounds on most 3+ armour save MCs. Keep in mind this ignores the formations which it appears they can be taken in. One of which seems to give them +1 BS (that is 6 wounds on a wraithknight).


As a Daemon player, my LoC doesn't give a flying rat's fart...

My Prince however is massively thrilled by this huge nerf to the Spirders' effectiveness! He's suddenly gone from eating wounds on a 3+ to now only caring about 6's - with re-rolling 1's to save of course, because Tzeentch!


True, but I will be bringing them along side wraith guard in serpents and a wraith knight - all of which now have strength D because elder cheese!

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Made in br
Fireknife Shas'el




Lisbon, Portugal

 ansacs wrote:
If the spiders guns are still essentially the same stats but with the initiative part of the rule changed then a unit of 10 will kill most any MC with ease. That would be 20 shots, wounding on 2+ against I4, AP1 on a to wound of 6, which equals ~5 wounds on most 3+ armour save MCs. Keep in mind this ignores the formations which it appears they can be taken in. One of which seems to give them +1 BS (that is 6 wounds on a wraithknight).


I think bikes with Shurikens are better. A full unit do more than 5W against a T6 3+ model. They have a greater footprint, though.

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Executing Exarch





McKenzie, TN

 Vector Strike wrote:
I think bikes with Shurikens are better. A full unit do more than 5W against a T6 3+ model. They have a greater footprint, though.

Actually a full unit of 9 jetbikes does exactly 5 wounds on average (without shred) to a T6 Sv3+ model. Their damage starts dropping off somewhat against T7+ MC whereas the warp spiders are against Init instead. Both units have tricks and formations which make them better. The shooting is very comparable but the spiders are 8 pts cheaper a model. That is a lot more spiders (9 bikes w/ shu cat is 13 spiders).
   
 
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