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		<title><![CDATA[Latest posts for the thread "What's the consensus on Warp Spiders?"]]></title>
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				<title>What's the consensus on Warp Spiders?</title>
				<description><![CDATA[ I was looking to add some flexible firepower to my army, and I decided to consider warp spiders. Nothing major, I just run a unit of harlies with all kisses, 2 fusion pistols, troupe leader and shadow seer with either Eldrad or my Farseer as a main assault unit. The thought with the spiders would be to run them directly behind the harlie unit, providing them a decent cover save. Use the psyker to fortune the harlies on the way up the board, and guide/doom when they get there.<br /> <br /> Once the psyker powers have been used, I would be shooting with the harlies to try and score instant deaths with the fusion pistols, and follow up by firing with the spiders. The number of shots at S6 should cause decent wear and tear, and then the harlies assault. The spiders can get in on the assault too, given the powerblades and assuming there's an opening.<br /> <br /> I realize it's a fair number of points to sink, but has anyone tried anything similar? Anyone else just have some thoughts on this as it is? And lastly, is it worth it to switch up to the rifle rather than the extra deathspinner?]]></description>
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				<pubDate><![CDATA[Fri, 27 Jul 2012 13:29:54]]> GMT</pubDate>
				<author><![CDATA[ TheHarleqwin]]></author>
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				<title>What's the consensus on Warp Spiders?</title>
				<description><![CDATA[ I love my warp spiders, and use them in 1500-2000+ games. With the new hull point system and the removal of the -1 to the damage table for <span class="glossaryitem" onmouseover='gp(6);'>AP</span> - weapons, warp spiders are amazing at killing tanks. Drop em in behind rear armor 10 or 11, and you are almost certain you will wreck the thing. <br /> <br /> If they don't have any tanks, a bunch of S6 dakka is never wasted. <br /> <br /> I usually run them in a minimum squad of 5 with an exarch rocking dual spinners, adding powerblades if I need to kill 10 points. Comes in at 127-137 points and can very easily make their points back. <br /> <br /> Best fast attack option in the codex <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>]]></description>
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				<pubDate><![CDATA[Fri, 27 Jul 2012 22:39:34]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>What's the consensus on Warp Spiders?</title>
				<description><![CDATA[ <blockquote><div><cite>Dr. Serling wrote:</cite>Best fast attack option in the codex <span class="glossaryitem" onmouseover='gp(72);'>IMO</span></div></blockquote>Agreed, but I find the 12" range on their guns a bit depressing.]]></description>
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				<pubDate><![CDATA[Sat, 28 Jul 2012 01:13:52]]> GMT</pubDate>
				<author><![CDATA[ undertow]]></author>
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				<title>Re:What's the consensus on Warp Spiders?</title>
				<description><![CDATA[ They are more vulnerable in this edition with the new charge range rules.  Meaning, they get charged more.<br /> <br /> That being said, I've taken to escorting them with a Bikeseer.  He's the same speed and can provide fantasti-awesome upgrades in just Prescience and Shriek.  Shriek really helps deal with things Warp Spiders have issues with (really hard to kill things).]]></description>
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				<pubDate><![CDATA[Sat, 28 Jul 2012 07:26:41]]> GMT</pubDate>
				<author><![CDATA[ DarknessEternal]]></author>
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				<title>What's the consensus on Warp Spiders?</title>
				<description><![CDATA[ I did crazy things with Spiders like moving inside a Nids army shooting the Warriors further back and then stepping <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> inside a ruin behind the Nids. My opponent got nuts. <br /> <br /> What you are trying is too many pts and too less effective.]]></description>
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				<pubDate><![CDATA[Sat, 28 Jul 2012 08:12:59]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>What's the consensus on Warp Spiders?</title>
				<description><![CDATA[ <blockquote><div><cite>wuestenfux wrote:</cite>I did crazy things with Spiders like moving inside a Nids army shooting the Warriors further back and then stepping <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> inside a ruin behind the Nids. My opponent got nuts. <br /> <br /> What you are trying is too many pts and too less effective.</div></blockquote><br /> <br /> To be honest, I've never made a serious attempt to use them or seen them used. I've also never made use of a deepstriking unit before, so implementing something like this is new territory to me.]]></description>
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				<pubDate><![CDATA[Sat, 28 Jul 2012 11:13:11]]> GMT</pubDate>
				<author><![CDATA[ TheHarleqwin]]></author>
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				<title>What's the consensus on Warp Spiders?</title>
				<description><![CDATA[ deep striking a unit of S6 dakka within range of the target is always fun. ]]></description>
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				<pubDate><![CDATA[Sat, 28 Jul 2012 13:39:16]]> GMT</pubDate>
				<author><![CDATA[ allibator]]></author>
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				<title>Re:What's the consensus on Warp Spiders?</title>
				<description><![CDATA[ Use them. My little brother always murdered everything on the board with them. They're a very versitle unit and have given my Termies a good run for their money.]]></description>
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				<pubDate><![CDATA[Sat, 28 Jul 2012 14:00:13]]> GMT</pubDate>
				<author><![CDATA[ brother_zach]]></author>
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				<title>Re:What's the consensus on Warp Spiders?</title>
				<description><![CDATA[ A squad of 5-6 without any upgrades is very viable in 6th. ]]></description>
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				<pubDate><![CDATA[Sat, 28 Jul 2012 14:41:04]]> GMT</pubDate>
				<author><![CDATA[ JGrand]]></author>
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				<title>What's the consensus on Warp Spiders?</title>
				<description><![CDATA[ Deep striking is risky since the unit may then become a one-hit wonder.]]></description>
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				<pubDate><![CDATA[Sat, 28 Jul 2012 16:00:03]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Re:What's the consensus on Warp Spiders?</title>
				<description><![CDATA[ Always loved the warp spiders. Used to take a 6-7 unit with exarch with hit and run. Usually it's a bad idea to assault with the spiders with no support, but I found a lot of players leaving <span class="glossaryitem" onmouseover='gp(29);'>devs</span>/longfangs/havocs in their back field in cover. Warp Spiders let you get back there, drop the hurt S6 hurt, then tie them up in their shooting phase. With the new wound allocation this seems like an even better strat, as you can position to force all of your saves on the inevitably hidden <span class="glossaryitem" onmouseover='gp(105);'>PF</span> and decrease the risk to your spiders. Eventually they'll die, but you're tying up a lot of firepower in the mean time.]]></description>
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				<pubDate><![CDATA[Sat, 28 Jul 2012 17:29:15]]> GMT</pubDate>
				<author><![CDATA[ Dash2021]]></author>
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				<title>Re:What's the consensus on Warp Spiders?</title>
				<description><![CDATA[ <blockquote><div><cite>DarknessEternal wrote:</cite>They are more vulnerable in this edition with the new charge range rules.  Meaning, they get charged more.<br /> <br /> That being said, I've taken to escorting them with a Bikeseer.  He's the same speed and can provide fantasti-awesome upgrades in just Prescience and Shriek.  Shriek really helps deal with things Warp Spiders have issues with (really hard to kill things).</div></blockquote><br /> I have the opposite experience to be honest.. With premeasure you know all squad will be in range and will be full 12" away for relative safe distance after jump.. In previous edition you were either out of range or too close or had god level of range eyeballing.. It's easier to use them and 3+ is better than other aspects 4+. Scoring once in a while is nice surprise bonus..]]></description>
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				<pubDate><![CDATA[Sat, 28 Jul 2012 18:50:14]]> GMT</pubDate>
				<author><![CDATA[ Macok]]></author>
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				<title>What's the consensus on Warp Spiders?</title>
				<description><![CDATA[ Well, as I said for me its a unit you can do surprising things. But if so, you need a full men squad led by an Exarch w/ withdraw since the unit may get caught some day and then you want to get out of <span class="glossaryitem" onmouseover='gp(19);'>cc</span> quickly.]]></description>
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				<pubDate><![CDATA[Sat, 28 Jul 2012 20:55:29]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>What's the consensus on Warp Spiders?</title>
				<description><![CDATA[ I agree with wuestenfux. Spiders are too expensive to throw away on suicide deep striking. <br /> <br /> They're so fast you can start them on the board and be in range turn two. If you play them patiently, a 10man squad with all the upgrades will slowly pick away at your opponent and will certainly kill more than a single tank before getting killed. I do <span class="glossaryitem" onmouseover='gp(471);'>DS</span> mine sometimes, but I only do so in places where I can support them. They work wonders if you don't let them get isolated and focused on.]]></description>
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				<pubDate><![CDATA[Sun, 29 Jul 2012 01:15:15]]> GMT</pubDate>
				<author><![CDATA[ dnanoodle]]></author>
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