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		<title><![CDATA[Latest posts for the thread "Fire prism vs night spinner"]]></title>
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				<title>Fire prism vs night spinner</title>
				<description><![CDATA[ So I am attending a tourny this weekend and I pretty much know the majority of what I will be facing.<br /> Two blood angel armies one <span class="glossaryitem" onmouseover='gp(493);'>DOA</span> one mech , a highly mechinized <span class="glossaryitem" onmouseover='gp(69);'>IG</span> player  and  a necron player. This I know <br /> So with that said Im trying out different tactics here with a night spinner . I <span class="glossaryitem" onmouseover='gp(186);'>def</span> think against the <span class="glossaryitem" onmouseover='gp(493);'>Doa</span> army it will cripple them heavily. What do I cripple though ?  a libby squad ? <br /> <br /> Basic idea is to throw doom if I can on watever unit so I can get those nice rends.<br /> <br /> One prism is a bust <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> anybody feel different ?<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 21 Jun 2011 19:54:49]]> GMT</pubDate>
				<author><![CDATA[ Eyesedragon]]></author>
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				<title>Fire prism vs night spinner</title>
				<description><![CDATA[ I'm a night spinner guy, and I run two. <br /> <br /> I recieve plenty of jabs about it, but won the last tourney I played in with them.]]></description>
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				<pubDate><![CDATA[Tue, 21 Jun 2011 20:53:13]]> GMT</pubDate>
				<author><![CDATA[ Master Melta]]></author>
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				<title>Re:Fire prism vs night spinner</title>
				<description><![CDATA[ Another dual Night spinner fan here,<br /> <br /> Considering they drop in base to base, and you have a S6 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> rending template... even one of them is gonna cause a mess<br /> That said though, jump infantry ignore difficult terrain, so it won't slow them down, but there's a chance they can die from moving <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> They are dynamite against crons, as they can pretty much hit the warriors where ever they hide<br /> <br /> But since there are two mech heavy armies maybe run 2 prisms and 1 night spinner?]]></description>
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				<pubDate><![CDATA[Wed, 22 Jun 2011 01:30:49]]> GMT</pubDate>
				<author><![CDATA[ MikZor]]></author>
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				<title>Fire prism vs night spinner</title>
				<description><![CDATA[ Well, <span class="glossaryitem" onmouseover='gp(493);'>DoA</span> will not cripple vs. a  Night Spinner. <br /> This tank may take down 1 or 2 Marines per round but this will not be decisive.<br /> Dual Fire Prims with twin-linked S6 blast would be more suitable especially vs <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 22 Jun 2011 06:51:18]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Re:Fire prism vs night spinner</title>
				<description><![CDATA[ <blockquote><div><cite>MikZor wrote:</cite><br /> That said though, jump infantry ignore difficult terrain, so it won't slow them down, but there's a chance they can die from moving <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> <br /> That is sooooo lame....]]></description>
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				<pubDate><![CDATA[Wed, 22 Jun 2011 07:34:42]]> GMT</pubDate>
				<author><![CDATA[ Eyesedragon]]></author>
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				<title>Fire prism vs night spinner</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(493);'>DoA</span> is very crippled by a night spinner.  Every time they jump or assault 1/6 marines die.  If marine units are close to each other the spinner can clip multiple units forcing a potential 20 dangerous terrain tests on the next turn.<br /> <br /> Fire Prisims are very unimpressive against <span class="glossaryitem" onmouseover='gp(493);'>DoA</span>.  For 260+ points a pair of them can link fire for a 6/3 blast, the marines still get a 4+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, potential  4+cover if eldar infantry are in the way, and a potential 5+ cover if runes of warding are not on the field.<br /> <br /> 2 Falcons and a war walker squad or 2 falcons and a night spinner impress me far more than fire prisms.]]></description>
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				<pubDate><![CDATA[Wed, 22 Jun 2011 07:37:02]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
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				<title>Fire prism vs night spinner</title>
				<description><![CDATA[ <blockquote><div><cite>wuestenfux wrote:</cite><br /> Dual Fire Prims with twin-linked S6 blast would be more suitable especially vs <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>.<br /> </div></blockquote><br /> This is my problem, <span class="glossaryitem" onmouseover='gp(493);'>Doa</span> angels blowing up the only thing reliable enuf to take em out effectivly...<br /> guess i just need to castle and fortune or flat out and fortune <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>schadenfreude wrote:</cite><br />  <br /> 2 Falcons and a war walker squad or 2 falcons and a night spinner impress me far more than fire prisms.</div></blockquote><br /> <br /> War walkers have performed very subpar for me in the past...]]></description>
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				<pubDate><![CDATA[Wed, 22 Jun 2011 07:37:44]]> GMT</pubDate>
				<author><![CDATA[ Eyesedragon]]></author>
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				<title>Re:Fire prism vs night spinner</title>
				<description><![CDATA[ <blockquote><div><cite>Eyesedragon wrote:</cite><blockquote><div><cite>MikZor wrote:</cite><br /> That said though, jump infantry ignore difficult terrain, so it won't slow them down, but there's a chance they can die from moving <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> <br /> That is sooooo lame....</div></blockquote><br /> <br /> Dangerous terrain tests are far worse than being slowed down.<br /> <br /> 1/6 of them die in every movement phase with no armor or <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.  2 units can be clipped by 1 night spinner.  Furthermore every single model has to make a dangerous terrain test, and there is no wound allocation.  If a 10 man squad with a jump librarian, priest, 2 melta guns, and a sarge are hit then the  jump librarian, priest, 2 melta guns, and the sarge each have to make a dangerous terrain test which will kill any of them with no save except the 2 wound librarian.  If the priest dies the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> player looses his <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> bubble, and it's absolutely essential for eldar to kill the priests.]]></description>
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				<pubDate><![CDATA[Wed, 22 Jun 2011 07:41:17]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
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				<title>Re:Fire prism vs night spinner</title>
				<description><![CDATA[ <blockquote><div><cite>schadenfreude wrote:</cite><blockquote><div><cite>Eyesedragon wrote:</cite><blockquote><div><cite>MikZor wrote:</cite><br /> That said though, jump infantry ignore difficult terrain, so it won't slow them down, but there's a chance they can die from moving <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> <br /> That is sooooo lame....</div></blockquote><br /> <br /> Dangerous terrain tests are far worse than being slowed down.<br /> <br /> 1/6 of them die in every movement phase with no armor or <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.  2 units can be clipped by 1 night spinner.  Furthermore every single model has to make a dangerous terrain test, and there is no wound allocation.  If a 10 man squad with a jump librarian, priest, 2 melta guns, and a sarge are hit then the  jump librarian, priest, 2 melta guns, and the sarge each have to make a dangerous terrain test which will kill any of them with no save except the 2 wound librarian.  If the priest dies the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> player looses his <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> bubble, and it's absolutely essential for eldar to kill the priests.</div></blockquote><br /> Schadenfreude, you're right.<br /> But the number of casualties is very limited. <br /> As a <span class="glossaryitem" onmouseover='gp(493);'>DoA</span> player, I really don't care much.<br /> If the Nightspinner gets really annoying, a <span class="glossaryitem" onmouseover='gp(493);'>DoA</span> army can easily blow it up (deep strike + meltas).]]></description>
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				<pubDate><![CDATA[Wed, 22 Jun 2011 08:09:18]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Re:Fire prism vs night spinner</title>
				<description><![CDATA[ <blockquote><div><cite>wuestenfux wrote:</cite><blockquote><div><cite>schadenfreude wrote:</cite><blockquote><div><cite>Eyesedragon wrote:</cite><blockquote><div><cite>MikZor wrote:</cite><br /> That said though, jump infantry ignore difficult terrain, so it won't slow them down, but there's a chance they can die from moving <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> <br /> That is sooooo lame....</div></blockquote><br /> <br /> Dangerous terrain tests are far worse than being slowed down.<br /> <br /> 1/6 of them die in every movement phase with no armor or <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.  2 units can be clipped by 1 night spinner.  Furthermore every single model has to make a dangerous terrain test, and there is no wound allocation.  If a 10 man squad with a jump librarian, priest, 2 melta guns, and a sarge are hit then the  jump librarian, priest, 2 melta guns, and the sarge each have to make a dangerous terrain test which will kill any of them with no save except the 2 wound librarian.  If the priest dies the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> player looses his <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> bubble, and it's absolutely essential for eldar to kill the priests.</div></blockquote><br /> Schadenfreude, you're right.<br /> But the number of casualties is very limited. <br /> As a <span class="glossaryitem" onmouseover='gp(493);'>DoA</span> player, I really don't care much.<br /> If the Nightspinner gets really annoying, a <span class="glossaryitem" onmouseover='gp(493);'>DoA</span> army can easily blow it up (deep strike + meltas).</div></blockquote><br /> <br /> As a <span class="glossaryitem" onmouseover='gp(493);'>DoA</span> player I'll say the following.<br /> <br /> The night spinner is very accurate.  As a <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> player who loves havoc missile launchers on rhinos I'll say first hand <span class="glossaryitem" onmouseover='gp(126);'>TL</span> small  blasts are dead on accurate.  A <span class="glossaryitem" onmouseover='gp(126);'>TL</span> large blast that only needs to clip 1 man in the priest's squad is so accurate it should almost never entirely miss every member of the priests squad.<br /> <br /> 5/6 turns the Night spinner is an annoying nuisance that forces a lot of pinning checks and dangerous terrain checks.<br /> 1/6 turns the night spinner <u><b>cripples</b></u> the <span class="glossaryitem" onmouseover='gp(493);'>DoA</span> army by killing a priest. <br /> <br /> If the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> player moves and assaults that's 2 dangerous terrain tests per turn 1 in the movement phase and another in the assault phase.<br /> <br /> 2/3 turns in which the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> player assaults the eldar in his assault phase after moving the Night spinner is an annoying nuisance that forces a lot of pinning checks and dangerous terrain checks.<br /> 1/3 turns in which the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> player assaults the eldar in the assault phase after moving  turns the night spinner <u><b>cripples</b></u> the <span class="glossaryitem" onmouseover='gp(493);'>DoA</span> army by killing a priest. <br /> <br /> That being said you have the right idea.  Kill the night spinner as a priority target by deep striking melta guns next to it.  The only problem is if the Eldar player can then use the night spinner as bait (it is cheap enough to qualify as bait), and/or castles up in a corner to protect the night spinner.  Either way the night spinner is absolutely worth it's low point cost when fighting <span class="glossaryitem" onmouseover='gp(493);'>DoA</span>.]]></description>
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				<pubDate><![CDATA[Wed, 22 Jun 2011 08:38:33]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
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				<title>Fire prism vs night spinner</title>
				<description><![CDATA[ Schadenfreue, I agree with you that the <span class="glossaryitem" onmouseover='gp(546);'>NS</span> can be annoying.<br /> <br /> <blockquote class="uncited"><div>That being said you have the right idea. Kill the night spinner as a priority target by deep striking melta guns next to it. The only problem is if the Eldar player can then use the night spinner as bait (it is cheap enough to qualify as bait), and/or castles up in a corner to protect the night spinner. Either way the night spinner is absolutely worth it's low point cost when fighting <span class="glossaryitem" onmouseover='gp(493);'>DoA</span>. </div></blockquote><br /> Killing should not be an issue if it operates behind the Eldar front ranks. <br /> Problems arise when Eldar castles up so that deep striking close to <span class="glossaryitem" onmouseover='gp(546);'>NS</span> becomes very risky.]]></description>
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				<pubDate><![CDATA[Wed, 22 Jun 2011 10:38:27]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Re:Fire prism vs night spinner</title>
				<description><![CDATA[ <blockquote class="uncited"><div>If the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> player moves and assaults that's 2 dangerous terrain tests per turn 1 in the movement phase and another in the assault phase. </div></blockquote><br /> Unfortunatley this is not true <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> they take the test when they move, then the marker is removed at the end of movement, so they charge without it, however if they don't move then charge, they have to take <b>both</b> tests since they charge on foot, also they must test if they got hit with it and fall back <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> Say you fired the night spinner first, then fire something else at them, they fail morale and flee, they then take dangerous terrain checks and the marker is removed<br /> <br /> I'd still probably run two spinners, for a few reasons:<br /> 1. They're rending<br /> 2. Its still a S6 blast!!<br /> 3. Very accurate!!<br /> 4. Dangerous terrain<br /> 5. If prisms link beams, your only firing one blast(keep in mind this is also <span class="glossaryitem" onmouseover='gp(126);'>TL</span>) from two tanks<br /> <br /> Also if they clip a vehicle they also have to test <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> just keep a unit to screen them from meltas and/or keep them near your board edge so they can't <span class="glossaryitem" onmouseover='gp(471);'>DS</span> behind it.<br /> <br /> As for the Dangerous terrain checks, don't expect massive things from it, it's as common as a terminator failing a save, i find the S6 rending does all the work, while the terrain checks mess with there heads, most people target everything they have at it since its annoying.]]></description>
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				<pubDate><![CDATA[Thu, 23 Jun 2011 01:26:37]]> GMT</pubDate>
				<author><![CDATA[ MikZor]]></author>
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				<title>Fire prism vs night spinner</title>
				<description><![CDATA[ I'm a ork player...<br /> <br /> And I dread the dual-spinner lists more than the prism.<br /> <br /> Also... aren't the spinners Barrage?  So you don't need <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> and it also  always hits the vehicle sides?<br /> <br /> 'nother plus if you ask me...<br /> <br /> But I did figure out a neat trick to prevent Dangerous terrain test.  I'd just move one model... and that one model is the only one that has to take the test.  But, then again, if I'm moving only one model... I ain't going very far... <span class="glossaryitem" onmouseover='gp(84);'>lol</span>... which is a good thing for the eldar player...  :(]]></description>
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				<pubDate><![CDATA[Thu, 23 Jun 2011 03:33:40]]> GMT</pubDate>
				<author><![CDATA[ whembly]]></author>
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