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![[Post New]](/s/i/i.gif) 2015/09/04 21:10:08
Subject: Best way to deal with warp spiders, etc?
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Fresh-Faced New User
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Hello all.
As a space marine player. What is the best way to deal with eldar warp spiders? I'm considering running some kind of centstar or white scars bike list (w/ conclave, CM, Khan, grav, apoth).
I'm also worried about my friends war walkers since they get 24 strength 6 shots...any ideas? Maybe drop pod in a tac squad with melta?
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![[Post New]](/s/i/i.gif) 2015/09/04 21:13:11
Subject: Best way to deal with warp spiders, etc?
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Legendary Master of the Chapter
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Warp spiders? whats giving you the issue? (they have that thing that lets them run away when targeted right?) Pincer them with drop pods or use guns that out range there ability to run away. or wait for them to come close then feth them up.
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This message was edited 1 time. Last update was at 2015/09/04 21:13:17
Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2015/09/04 21:44:04
Subject: Best way to deal with warp spiders, etc?
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Longtime Dakkanaut
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CC. DS to remove ability to get out of range. TFC to always be in range So really, I echoed what Desubot said
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This message was edited 1 time. Last update was at 2015/09/04 21:44:45
YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/09/06 00:49:31
Subject: Re:Best way to deal with warp spiders, etc?
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Veteran Knight Baron in a Crusader
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Vindicator.
Demolisher cannon will kill anything.
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3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)
2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)
Wargaming's no fun when you have a plan! |
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![[Post New]](/s/i/i.gif) 2015/09/06 05:20:00
Subject: Best way to deal with warp spiders, etc?
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Stabbin' Skarboy
Pittsburgh
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My guess is that your best bet is too use a fast CC unit like jetpack units or bikes and forgo shooting to hit them in the face. I know this strategy works well for orks so I can only assume it would work for Marines.
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My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly |
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![[Post New]](/s/i/i.gif) 2015/09/06 06:28:11
Subject: Best way to deal with warp spiders, etc?
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Fixture of Dakka
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Charge them with a unit that can kill at least 3 of them. Sure, they'll hit and run away, but every casualty stacks up quickly in hindering their effectiveness.
Also, don't shoot them before you charge.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2015/09/06 06:40:56
Subject: Best way to deal with warp spiders, etc?
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Screaming Shining Spear
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DarknessEternal wrote:Charge them with a unit that can kill at least 3 of them. Sure, they'll hit and run away, but every casualty stacks up quickly in hindering their effectiveness.
Also, don't shoot them before you charge.
Warp Spiders do not have Hit and Run. What they do have is Our Weapons Are Useless due to only being S3.
Don't shoot them if you plan on charging them, and charge them with something they can scratch.
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~3000 (Fully Painted)
Coming Soon!
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![[Post New]](/s/i/i.gif) 2015/09/06 09:09:13
Subject: Best way to deal with warp spiders, etc?
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Secretive Dark Angels Veteran
Canada
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flamers, one of the few weapons eldar have no direct answers too
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This message was edited 1 time. Last update was at 2015/09/06 09:09:33
DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts
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![[Post New]](/s/i/i.gif) 2015/09/06 10:13:19
Subject: Best way to deal with warp spiders, etc?
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Devastating Dark Reaper
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ionusx wrote:flamers, one of the few weapons eldar have no direct answers too
While flamethrowers are generally a great weapon against eldar infantry, warp spiders are probably the one unit you can't use them against, as they'll simply flicker-jump away.
Artillery of any kind is good against warp spiders, as it has long range and doesn't require line of sight, so flicker jump isn't going to help them. If you can engage the warp spiders with a fast unit with a strong power weapon in there, you should be able to severely maim them before they can hit and run out of there. Like other posters have said, do NOT shoot them before you charge!
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![[Post New]](/s/i/i.gif) 2015/09/06 10:21:04
Subject: Best way to deal with warp spiders, etc?
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Pyromaniac Hellhound Pilot
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TheNewBlood wrote: DarknessEternal wrote:Charge them with a unit that can kill at least 3 of them. Sure, they'll hit and run away, but every casualty stacks up quickly in hindering their effectiveness.
Also, don't shoot them before you charge.
Warp Spiders do not have Hit and Run. What they do have is Our Weapons Are Useless due to only being S3.
They do have Hit and Run. And they can use their Flickerjump ability to avoid an infinite amount of separate shooting attacks (including witchfire powers and even Overwatch), so pincer-attacking won't work. Neither will flamers or any other shooting attack that has a range of <12-18" or relies on blast/teardrop templates.
As others said, the best way to defeat Warp Spiders is to catch them in cc. It is going to be extremely hard because of their crazy mobility, and they can do some pretty crazy Overwatch, but there is really no other way to deal with them.
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My armies:
14000 points |
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![[Post New]](/s/i/i.gif) 2015/09/06 11:10:56
Subject: Best way to deal with warp spiders, etc?
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Devastating Dark Reaper
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AtoMaki wrote: TheNewBlood wrote: DarknessEternal wrote:Charge them with a unit that can kill at least 3 of them. Sure, they'll hit and run away, but every casualty stacks up quickly in hindering their effectiveness.
Also, don't shoot them before you charge.
Warp Spiders do not have Hit and Run. What they do have is Our Weapons Are Useless due to only being S3.
They do have Hit and Run. And they can use their Flickerjump ability to avoid an infinite amount of separate shooting attacks (including witchfire powers and even Overwatch), so pincer-attacking won't work. Neither will flamers or any other shooting attack that has a range of <12-18" or relies on blast/teardrop templates.
As others said, the best way to defeat Warp Spiders is to catch them in cc. It is going to be extremely hard because of their crazy mobility, and they can do some pretty crazy Overwatch, but there is really no other way to deal with them.
Pretty much spot on, except I believe the warp spiders make their flickerjump upon being targeted, but before rolling any hits or placing any templates, meaning blast templates or torrents still have a chance of wasting them, provided they haven't made it out of line of sight.
They really are stupidly slippery.
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![[Post New]](/s/i/i.gif) 2015/09/06 12:22:59
Subject: Best way to deal with warp spiders, etc?
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Pyromaniac Hellhound Pilot
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Tarvitz77 wrote:
Pretty much spot on, except I believe the warp spiders make their flickerjump upon being targeted, but before rolling any hits or placing any templates, meaning blast templates or torrents still have a chance of wasting them, provided they haven't made it out of line of sight.
They can space out to render blasts/templates ineffective. They can also move in a way that you can't place your blast/template (say, they jump next to another of your units).
Also, as an interesting note, Warp Spiders can move up to 12+ 4D6" in a Turn (that's ~36" on average), ignoring terrain and still being able to shoot their weapons normally, so you need more than simple Assault Marines to catch them in melee.
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My armies:
14000 points |
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![[Post New]](/s/i/i.gif) 2015/09/06 13:37:44
Subject: Best way to deal with warp spiders, etc?
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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AtoMaki wrote:Tarvitz77 wrote:
Pretty much spot on, except I believe the warp spiders make their flickerjump upon being targeted, but before rolling any hits or placing any templates, meaning blast templates or torrents still have a chance of wasting them, provided they haven't made it out of line of sight.
They can space out to render blasts/templates ineffective. They can also move in a way that you can't place your blast/template (say, they jump next to another of your units).
Also, as an interesting note, Warp Spiders can move up to 12+ 4D6" in a Turn (that's ~36" on average), ignoring terrain and still being able to shoot their weapons normally, so you need more than simple Assault Marines to catch them in melee.
Warp Spiders can only Flickerjump if they are the ones targeted.
If you place a blast template on another unit and they happen to be under it, they're not being targeted--they're just there.
That's how I play it at least. Flickerjump is fluffed as they known the attack is coming and jump out of the way--most ordnance isn't going to be obvious.
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This message was edited 1 time. Last update was at 2015/09/06 13:38:33
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![[Post New]](/s/i/i.gif) 2015/09/06 14:06:06
Subject: Best way to deal with warp spiders, etc?
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Pyromaniac Hellhound Pilot
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Kanluwen wrote: AtoMaki wrote:Tarvitz77 wrote:
Pretty much spot on, except I believe the warp spiders make their flickerjump upon being targeted, but before rolling any hits or placing any templates, meaning blast templates or torrents still have a chance of wasting them, provided they haven't made it out of line of sight.
They can space out to render blasts/templates ineffective. They can also move in a way that you can't place your blast/template (say, they jump next to another of your units).
Also, as an interesting note, Warp Spiders can move up to 12+ 4D6" in a Turn (that's ~36" on average), ignoring terrain and still being able to shoot their weapons normally, so you need more than simple Assault Marines to catch them in melee.
Warp Spiders can only Flickerjump if they are the ones targeted.
If you place a blast template on another unit and they happen to be under it, they're not being targeted--they're just there.
That's how I play it at least. Flickerjump is fluffed as they known the attack is coming and jump out of the way--most ordnance isn't going to be obvious.
Well, you can do this exactly once, if you are lucky. After that, your enemy will simply not place his Warp Spiders next to other units so closely.
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My armies:
14000 points |
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![[Post New]](/s/i/i.gif) 2015/09/06 16:00:25
Subject: Best way to deal with warp spiders, etc?
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Devastating Dark Reaper
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AtoMaki wrote:Tarvitz77 wrote:
Pretty much spot on, except I believe the warp spiders make their flickerjump upon being targeted, but before rolling any hits or placing any templates, meaning blast templates or torrents still have a chance of wasting them, provided they haven't made it out of line of sight.
They can space out to render blasts/templates ineffective. They can also move in a way that you can't place your blast/template (say, they jump next to another of your units).
Also, as an interesting note, Warp Spiders can move up to 12+ 4D6" in a Turn (that's ~36" on average), ignoring terrain and still being able to shoot their weapons normally, so you need more than simple Assault Marines to catch them in melee.
Fair point about the blasts, pretty obvious now that I think about it. I don't think assault marines would have such a bad time catching them though. The spiders have to use some of their move to get within 12" to fire their weapons, and you never know, they might roll poorly to move backwards after that. Not exactly something you can base a plan on, but it's better than nothing...
Still stupidly slippery though, I think if wraithknights and scatterbikes weren't hanging around so much, you'd hear a lot more about the spiders.
Maybe nailing them with a flyer would be a good idea. I've never fought any of the space marine ones, but surely they could shred a few spiders if they got them within their sights.
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![[Post New]](/s/i/i.gif) 2015/09/06 17:18:07
Subject: Best way to deal with warp spiders, etc?
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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AtoMaki wrote: Kanluwen wrote: AtoMaki wrote:Tarvitz77 wrote:
Pretty much spot on, except I believe the warp spiders make their flickerjump upon being targeted, but before rolling any hits or placing any templates, meaning blast templates or torrents still have a chance of wasting them, provided they haven't made it out of line of sight.
They can space out to render blasts/templates ineffective. They can also move in a way that you can't place your blast/template (say, they jump next to another of your units).
Also, as an interesting note, Warp Spiders can move up to 12+ 4D6" in a Turn (that's ~36" on average), ignoring terrain and still being able to shoot their weapons normally, so you need more than simple Assault Marines to catch them in melee.
Warp Spiders can only Flickerjump if they are the ones targeted.
If you place a blast template on another unit and they happen to be under it, they're not being targeted--they're just there.
That's how I play it at least. Flickerjump is fluffed as they known the attack is coming and jump out of the way--most ordnance isn't going to be obvious.
Well, you can do this exactly once, if you are lucky. After that, your enemy will simply not place his Warp Spiders next to other units so closely.
How close is "too close" when we're talking about a Deathstrike Launcher?
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![[Post New]](/s/i/i.gif) 2015/09/06 18:22:41
Subject: Best way to deal with warp spiders, etc?
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Screaming Shining Spear
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AtoMaki wrote: TheNewBlood wrote: DarknessEternal wrote:Charge them with a unit that can kill at least 3 of them. Sure, they'll hit and run away, but every casualty stacks up quickly in hindering their effectiveness.
Also, don't shoot them before you charge.
Warp Spiders do not have Hit and Run. What they do have is Our Weapons Are Useless due to only being S3.
They do have Hit and Run. And they can use their Flickerjump ability to avoid an infinite amount of separate shooting attacks (including witchfire powers and even Overwatch), so pincer-attacking won't work. Neither will flamers or any other shooting attack that has a range of <12-18" or relies on blast/teardrop templates.
As others said, the best way to defeat Warp Spiders is to catch them in cc. It is going to be extremely hard because of their crazy mobility, and they can do some pretty crazy Overwatch, but there is really no other way to deal with them.
Dammit. Chalk that up under "Special Rules I Forget During Games".
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~3000 (Fully Painted)
Coming Soon!
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![[Post New]](/s/i/i.gif) 2015/09/09 14:13:51
Subject: Best way to deal with warp spiders, etc?
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Stabbin' Skarboy
Pittsburgh
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I usually run a trukk full of boys up. Then they blow it up and if any of them survive then the warp spiders will have a hard time. Also storm boyz are faster during the WAAAGH and can catch them then pretty easily and mulch them up.
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My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly |
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![[Post New]](/s/i/i.gif) 2015/09/09 15:23:18
Subject: Best way to deal with warp spiders, etc?
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The Last Chancer Who Survived
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Just don't shoot them. They've gotta get close to you to do anything, just herd them in and assault.
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![[Post New]](/s/i/i.gif) 2015/09/09 15:31:18
Subject: Best way to deal with warp spiders, etc?
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Monstrous Master Moulder
Cleveland, Ohio, USA
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Selym wrote:Just don't shoot them. They've gotta get close to you to do anything, just herd them in and assault.
Except they can get close, run d6 after shooting, then jump 2d6 in the assault phase - and are no longer close.
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They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. |
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![[Post New]](/s/i/i.gif) 2015/09/09 15:33:38
Subject: Best way to deal with warp spiders, etc?
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The Last Chancer Who Survived
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Ah. Well, in that case, erm...
Tabletops everywhere are getting trolled.
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![[Post New]](/s/i/i.gif) 2015/09/09 16:21:42
Subject: Best way to deal with warp spiders, etc?
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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Correct me if Im wrong, as Ive been mostly playing Warmachine/Hordes for the past year or two, but couldnt you theoretically line up a shot with flame template weapons, wherein you're targeting a unit behind them or on the other side of the table, but the template is only over the warp spiders themselves, thereby maximizing your damage against them while bypassing the flickerjump?
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![[Post New]](/s/i/i.gif) 2015/09/09 16:30:23
Subject: Best way to deal with warp spiders, etc?
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Fixture of Dakka
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chaos0xomega wrote:Correct me if Im wrong, as Ive been mostly playing Warmachine/Hordes for the past year or two, but couldnt you theoretically line up a shot with flame template weapons, wherein you're targeting a unit behind them or on the other side of the table, but the template is only over the warp spiders themselves, thereby maximizing your damage against them while bypassing the flickerjump?
Yes, that works. Automatically Appended Next Post: obsidiankatana wrote:
Except they can get close, run d6 after shooting, then jump 2d6 in the assault phase - and are no longer close.
And then they'd still be in charge range for any quick unit.
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This message was edited 1 time. Last update was at 2015/09/09 16:30:59
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2015/09/09 16:31:34
Subject: Best way to deal with warp spiders, etc?
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Screaming Shining Spear
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chaos0xomega wrote:Correct me if Im wrong, as Ive been mostly playing Warmachine/Hordes for the past year or two, but couldnt you theoretically line up a shot with flame template weapons, wherein you're targeting a unit behind them or on the other side of the table, but the template is only over the warp spiders themselves, thereby maximizing your damage against them while bypassing the flickerjump?
No. You may only target units initially in range. Template weapons are a terrible idea to use against Warp Spiders, as they can easily jump away. You have to trap them in a corner and lock them in CC. Otherwise they'll just jump away.
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~3000 (Fully Painted)
Coming Soon!
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![[Post New]](/s/i/i.gif) 2015/09/10 16:12:40
Subject: Best way to deal with warp spiders, etc?
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Monstrous Master Moulder
Cleveland, Ohio, USA
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Do tell.
Assuming they're part of a War Host, 12" range guns fire, auto-run 6", 2d6 assault jump averages 7". So there's a total of 25" between them and what they shot. Even if what they shot at is "quick" and moves 12" ignoring terrain, there are 13" between the two and a charge is impossible. Not to mention this discounts distance opened by murdering the enemy unit with their S6 pseudo-rending guns.
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This message was edited 1 time. Last update was at 2015/09/10 16:12:55
They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. |
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![[Post New]](/s/i/i.gif) 2015/09/10 20:38:40
Subject: Best way to deal with warp spiders, etc?
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Nurgle Chosen Marine on a Palanquin
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Get lucky with the warp storm table? Can't flicker jump away from that!
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![[Post New]](/s/i/i.gif) 2015/09/11 04:48:02
Subject: Re:Best way to deal with warp spiders, etc?
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Steadfast Grey Hunter
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Tempest's Wrath (Space Wolves' Tempestas Discipline malediction) and Enfeeble will force a Dangerous Terrain checks, no? And Levitation can help get you close enough for a charge.
Not necessarily reliable, but things to bear in mind.
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![[Post New]](/s/i/i.gif) 2015/09/13 12:07:56
Subject: Best way to deal with warp spiders, etc?
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Fresh-Faced New User
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I play white scars. So I have the mobility, and I will add a fire raptor in to be my imperial heldrake of sorts!! Goodbye spiders!
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![[Post New]](/s/i/i.gif) 2015/09/13 14:58:32
Subject: Best way to deal with warp spiders, etc?
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Longtime Dakkanaut
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A fast melee unit will handle spiders. It is almost always a mistake to try to shoot at them, as a competent Spider player will simply bounce around LOS terrain.
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![[Post New]](/s/i/i.gif) 2015/09/13 17:47:52
Subject: Best way to deal with warp spiders, etc?
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The Last Chancer Who Survived
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You'll need to be pretty damn quick off the mark.
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