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Made in au
Fresh-Faced New User




Looking at different units for my craftworld army, (keep in mind I'm new to this)
I saw warp spiders and they have very nice model visually, but from what I can tell they are tactical marines but worse.
To clarify a spider has T3 1 wound and their weapon is 12" assault2 S6 AP0 D1 (on a 6 it gains AP-4)
and a tactical marine has T4 1 wound, and his weapon 24" rapid fire 1 S4 AP0 D1

SO both hit and wound each other on a 3+ and both have a 3+ save

now i am aware of flicker jump, which gives -1 to hit, but with a small chance of a model dying.
but with tactical marines costing 13 points and spiders costing 18 points I don't see how spiders are very useful.

I am also aware of deep strike, but practically every faction now had a stratagem to immediately fire on a deep striking unit, meaning that deep striking is not a smart option.

So is there something I am missing?
   
Made in us
Fixture of Dakka






That small chance will only happen once in 6 games if you used it every turn.

They also are nothing like Tac Marines b.c they are S6 with Rending (very good compare to a bolter) and they move 7+4D6 with Fly.

If you need fast moving units to clear and take objectives they are what you want.

The problem is that they do what many other Eldar units already does, Mass Rending S6 with good movement. B.c of this you now have options and its hard to pick them if you are used to playing with Dedicated role units like Fire Dragons. Warp Spiders dont really have a hard role.

I wouldnt be to worried about DSing either tho, you could always hide them out of LOS if you know your opponent is going to do that, remember they move 7+4D6 lol

   
Made in au
Fresh-Faced New User




 Amishprn86 wrote:
That small chance will only happen once in 6 games if you used it every turn.

They also are nothing like Tac Marines b.c they are S6 with Rending (very good compare to a bolter) and they move 7+4D6 with Fly.

If you need fast moving units to clear and take objectives they are what you want.

The problem is that they do what many other Eldar units already does, Mass Rending S6 with good movement. B.c of this you now have options and its hard to pick them if you are used to playing with Dedicated role units like Fire Dragons. Warp Spiders dont really have a hard role.

I wouldnt be to worried about DSing either tho, you could always hide them out of LOS if you know your opponent is going to do that, remember they move 7+4D6 lol


I'm not to worried about loosing units to the flicker jump, but the S6 is still only a 3+ against marines, so you trade fairly evenly bare the occasional rend, but in a couple tests ive found my rends rarley happen ta the same time as other wounds so i still average the same amount of kills. Also objectives dont concerne me mainly because none of the group i play with like objective modes, so its always annihilation. also the moving fast bit oesnt realy help anything I still have a 12" range it just means i get to shoot first which while helpful doesnt make me pull that far ahead. and they are mor expensive than tac marines. let alone primaris who are the same point value as spiders but would tear spiders to shreds. being that they have 2 wounds each and Ap-1
   
Made in us
Plastictrees






Salem, MA

jj5437 wrote:
Also objectives dont concerne me mainly because none of the group i play with like objective modes, so its always annihilation.


This.

Warp spiders aren’t a good choice for anihilation, compared with other things in the Eldar list. They’re really best at zipping around to places where the enemy is weak, not dying because of staying out of range & LoS of strong enemy units, and claiming victory points that are not related to actually killing things. In a pinch they can bully isolated weaker units or support the shooting of a stronger Eldar unit. But if you play nothing but annihilation, then just spam reapers, dragons and wave serpents.

"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
Fixture of Dakka






Then in your meta they are bad, Why ask about them then? I gave how i generally feel about them.

This message was edited 1 time. Last update was at 2017/12/20 13:16:35


   
Made in au
Fresh-Faced New User




 Amishprn86 wrote:
The in your meta they are bad, Why ask about them then? I gave how i generally feel about them.

SOrry man, I just assumed there was somethign that i was missing, also I thought that Anihaltion was the norm game mode, I havnt seen many objective games around where I am, so sorry if i wasted your time,
   
Made in us
Fixture of Dakka






jj5437 wrote:
 Amishprn86 wrote:
The in your meta they are bad, Why ask about them then? I gave how i generally feel about them.

SOrry man, I just assumed there was somethign that i was missing, also I thought that Anihaltion was the norm game mode, I havnt seen many objective games around where I am, so sorry if i wasted your time,


Most dont play that from what i've seen. Your talking about the missions where its just KP's right? yeah most will have some type of objectives at least. If you do tournaments they all have objectives along with some KP's within them.

Edit: The game is for sure more fun if you dont just standoff and see who can kill more. killing more will normally get you a win even in objectives, but you can at least play to the objectives if the game isnt balanced, and 40k isnt very balanced.

This message was edited 1 time. Last update was at 2017/12/20 13:18:57


   
Made in us
Regular Dakkanaut




I think the comparison you are drawing is incorrect in general, there is more here then just how much dakka a unit puts out. The mobility of the warps is critical to their value. That isn't to say you can't charge a high cost unit to tie it up in melee if the warps can get in a good position for a couple turns...

However, as noted in this thread, much better for objective modes.
   
Made in us
Regular Dakkanaut




Yeah, just playing annihilation is pretty limiting. 40k is not the best choice for a tactical game to begin with, playing annihilation makes it pretty much just a mega dice rolling exercise. To each their own, but Warp Spiders aren't the only useless unit for that.
   
Made in us
Swift Swooping Hawk





Massachusetts

I encourage you to play the other mission types, or even broadening your scope to use the ITC missions or NOVA missions.

The more win conditions a mission has (objectives + Kill points + secondaries) the more units like Warp Spiders become useful.

In my meta Warp Spiders have been pretty good. They're extremely fast, with Alaitoc I can usually get them a -2 to hit with shooting when flickerjumping, so they're extrememly diffcult to kill. I use them to ambush and hit a flank of infantry hard, and then retreat back or redeploy across the battle field.

They're also one of my favorite aspects since I started back in the mid 90's, so i may be a bit biased.

My point is playing annihilation is the most rudementary way to play the game, but once you develop your chops and you understand the mechanics of 40K, then you really should expand into a more objective or balanced approach to the missions. Otherwise you're only going to see brutal gunlines and the game becomes a very alpha strike "who goes first" type game and that is dramatically less fun.

Also, lots of LOS blocking terrain or ruins helps Warp Spiders too. In Ruins with flicker jump and using Alaitoc, they'll be -2 to hit with shooting and have a 2+ armour save, Those are tough elfs. Jump them from terrain piece to terrain piece and they tend stay alive.

My two cents..

"What we do in life, echoes in eternity" - Maximus Meridius

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