Switch Theme:

Warp Spiders: Surprise Assault?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut




Los Angeles

Although I know they're not the most powerful choice in the codex, I've been toying with the idea of Warp Spiders this afternoon.  Assuming that I'm going to take at least one squad, the only real policy I question I have is whether or not the 10 pts for Surprise Assault is worth it.  I have already deemed an Exarch with Withdraw necessary in order to avoid any unnecessary combat, but I don't know that I would ever want to Deep Strike these guys.  I can't use teleport homers.  I can't use Drop Pods.  Any squad worth using will number at least 8 models.  There already appears to be a discernable level of risk by DSing 8+ models when those models only have a 12" range.  When you've got a 2/3 chance of scattering, an average scatter of 7", and no recourse to avoid enemy models or impassable terrain (not to mention the dangerous terrain checks in difficult terrain), it just seems quite risky. 

The 12" range requires that you DS the Spiders close to the tank if you want a shot at it that turn, but the sweet spot into which you're looking to DS is tiny.  Even for 10 pts, I question its use.  To make the decision even tougher, these guys move 12" and then another 2D6" in the Assault Phase.  Can anyone see a use for DS on these guys?

What do you guys think?  (Particularly those of you who have actually used Surprise Assault)

"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias 
   
Made in us
Clousseau





Wilmington DE

Personally, I loved warp spiders, even in the last version of the 'dex. The assault 2 just makes 'em more versatile, and withdraw is pretty much essential.

I am not a Surprise Assault fan, but admittedly, I haven't used it yet. I just think they're too expensive to suicide them like that.

Is there a way to RAW it so you could still use your assault move in the turn you DS? Otherwise, I just don't think it's worth it.

Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.

I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil 
   
Made in us
Longtime Dakkanaut




Los Angeles

Nope. They can't "move or assault" on the turn they arrive. Their movement in the assault phase is still movement ("move [the unit] up to..."), so they're stuck.

"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias 
   
Made in us
Foul Dwimmerlaik






Minneapolis, MN

To be honest, it doesnt seem needed. FA set up last usually anyways, so they can be set up in great reactive places to begin with, without resorting to SA.

In a tourney, I might go with it, as it adds deployment options that could be crucial, but thats the only real use I can see.

   
Made in us
Infiltrating Oniwaban






You're already plenty fast with Spiders, as you pointed out. It's unneeded.

I'd use it in a mega-battle (when pulling the Eldar table-withdrawal trick) but nowhere else- not even a tourney. Too risky in the few spots where it might be useful.

Are you taking any armament upgrades for the Exarch?

I'm not an Exarch fan in Spiders, but once he's been taken it's so tempting to go for those small incremental upgrades. Next thing you know, he's almost 40 points.

Infinity: Way, way better than 40K and more affordable to boot!

"If you gather 250 consecutive issues of White Dwarf, and burn them atop a pyre of Citadel spray guns, legend has it Gwar will appear and answer a single rules-related question. " -Ouze 
   
Made in us
Longtime Dakkanaut




Los Angeles

I was going to take the second death spinner at +5 pts and withdraw at +15. First, I figure that, for 27 pts (Exarch + Withdraw), it's worth it to find my way out of combats in which I don't want any part. An assault jump goes wrong, or I miscalculate a distance from an assault squad, or that squad of Genestealers manages to roll a 6 for fleet; in any of those situations, I want to be able to get out of combat and either run, shoot, or both. I then figure that with the second death spinner, for the scant price of 5 pts, I get to fire as if I have an extra model with +1 BS to boot. So yes, he is going to cost 32 pts just to upgrade. But as long as I've decided that the first 27 pts is worth it, I might as well spend another 5 instead of 22 to get 2 more shots. And +1 LD never hurt anyone.

But I'm not taking Power Blades, and unless someone posts some really compelling evidence, I won't be taking Surprise Assault.

"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias 
   
Made in us
Plastictrees






Salem, MA

From experience, a unit of even 6 warp spiders with a powerblade, dual-spinner exarch can take out small 5-6 man units of marines in one assault phase with a jump-shoot-charge. So the powerblades increase their role flexibility--not just horde and light-armor hunters, but also able to threaten small, isolated shooty power armor units.

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
Clousseau





Wilmington DE

If you've got the points, consider the power-blades, but don't think that makes them a counter-charge unit. It just gives 'em a little more survivability before they hit&run the heck outta there. Mostly, though, their survivability is based on numbers; get as many as you can--8 incl. exarch is probably a good number. 10 is better.

Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.

I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil 
   
Made in us
Bush? No, Eldar Ranger





San Francisco

I think the powerblades are a neccesary upgrade as a survivability tool. Against assault marines, since the exarch goes first, one or two dead marines is 4 or 8 less attacks....

He's not going to kill the Falcon anyway, it's built from magic fairy wings and dreams. -- Phyraxis 
   
Made in us
Dakka Veteran





Wait, aren't Spiders Jump Infantry, so they won't be deploying in Escalation missions? If that is the case it would be a good idea to take Surprise Assault if you have some extra points lying around, just to give the unit more options when it arrives from reserves. Especially if they come on late it would be helpful to Deep Strike deep onto the board to get near an objective.

Madness is however an affliction which in war carries with it the advantage of surprise - Winston Churchill 
   
Made in us
Unbalanced Fanatic





Minneapolis, MN

Warp Spiders are fast enough that Deep Strike seems unnecessary.  I don't think they are really well suited for deep striking tank hunters.  They are too expensive and the inability to jump out of the way on the turn they arrive means that they will likely get messed up bad.  They can move 12" + 2D6 which should get them where you want them during escalation.

I like the spinneret rifle, as the best role for them seems like area denial.   They are great against infiltrators and Tau suits, and they are speedy enough that they can re-deploy if they get into trouble.  If an Eldar Army has fast grav tanks going up one flank, the Warp Spiders can interfere with any attempt to move forward on the neglected side.

Withdraw seems much more useful. 

The 21st century will have a number of great cities. You’ll choose between cities of great population density and those that are like series of islands in the forest. - Bernard Tschumi 
   
 
Forum Index » 40K General Discussion
Go to: