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Tactica- Warp Spider
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Old 12 Aug 2009, 09:12   #1 (permalink)
Shas'El
 
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Default Tactica- Warp Spider

I only started using these guys for the last couple of months, and found they are extremely versatile and can put the hurt on nearly every unit in the game. This tactica will hopefully give everyone an insight into why I love this unit so much....

Numbers: Okay, for this kind of unit I like running them at about 8 man strong. That way they can put out a large amount of shots, not be as likely to run, ad maybe even do okay if charged. I find anything more sometimes gets a bit too expensive/overkill, and can be a risk when deepstriking. Smaller amounts and they don't put out enough damage or get caught in an asault and lose too many.

Deployment: Being jump infantry means they can deepstrike in... But just because you can doesn't mean you should. Whilst deepstrike is safer in 5th edition, it isn't always reliable. If deepstriking them try and land in an area about 8 inches away from hazards (enemies, friendlies and table edges) This still leaves you in shooting range. Be careful of difficult terrain too.... Its the jump-troops main enemy! Deploying them on the groud is always a god idea too.... They work fantastic as guards for an objective, jumping in when they get within strike range, unleashing mass fire, bwefore jumping back out.

Exarch: Okay, this guy is pretty easy to work. For his weapon I think that you should keep it simpe. Another death spinner is cheap and extremely powerful. 4 shots at BS 5 S 6? That one weapon increases his damage output huge, and if he is running around by himself, he can still do huge damage. I also advise withdraw as a powe. You do not ever want these guys in CC. Keep them moving and attacking vulnerable parts of the enemies line. If points aren't an issue, take powerblades. I wouldn't advise it, but a few power weapon attacks arefun before jumping away. Surprise assault is useless, and i find the spinnerette rifle isn't too fantastic. It is AP1, pinning and has a long range, but if you are only putting out one shot for the entire squad because of range issues, you have missed the point of spiders. They are about mass high strength shots, not being one hit wonders. That is the role of the fire dragon....

Targets: Pretty much anything....

Against tanks (rear and side armour) they can do damage via sheer raw number of shots. People say they lost their tank hunting capabilities because they are AP-. But if you teleport next to/behind a whirlwind/vindicator/fire prism/etc and put all those strength 6 shots into its weaker armour, you will most likely at least rip a weapon off. These tanks need their weapons to fight at full strength. Without their weapons they are near useless.

MEQ: At the numbers I suggested (8 strong incl. exarch) they are putting out 18 strength 6 shots. Of that approximately 14 should hit on average. Needing 2's to wound, only 2 should fail. Space marines should fail 4 of these saves. That is a pretty decent dint in their numbers. If they then fail their morale, chase them around to prevent them from rallying. With better roles on ur behalf (and bad on theirs) it will kill more. The great thing is you don't need to worry about cover... AP-!

GEQ: 2 shots, high strength from a large squad. you can decimate basic troops, instant kill HQs, and anihilate heavy weapons teams!

MCs: High strength en masse works brilliantly. Combine with doom, and watch those big scary creatures die to ap- weapons! I've taken down carnifexes, hive tyrants with guard, bloodthirsters and daemon princes with these guys. Remeber, they have strong weapons, but doom does help...

Little extras to add some oomph

Autarchs: Amazing enough this can be quite a good idea. I'd usually arm the boss with Mandis, power weapon, fusion gun and WJG. He gets expensive, but hear me out. The warp spiders have trouble in CC and busting up high AV. The autarch can detach and shoot a land raider and smelt it. The big squad of bezerkers gets out... unleash hell with death spinner death. No more bezerkers... The other tactic using the autarch, arm him with the same stuff except for a death spinner instead of a fusion gun. If the squad you shoot at isn't destroy from death spinner fire (and not running away) charge. This is the only time you should charge or arm your exarch with power blades. You can then put out a decent amount of high I power weapon attacks. And after everything is resolved, if you are still locked, disengage with withdraw. 3D6 means you can get far away without the risk of rolling doubles.

The Double Jump: Some people don't like the risk involved with this move... I honestly believe it is worth it. Say you target a squad that has some support nearby (another squad for say). You need to be close for your death spinners. If you destroy the first squad, the other should be in raid fire range, and whilst 3+ armour is good, it isn't impenetrable. So the double jump, at the risk of loosing one member can save you from loosing more. And its only a possibility, you can roll 11's al game... Just remmeber you mustd ecalre your direction first... so go somewhere protected/far away. You cna get clsoe again next turn. It also helps with destroying those units that are extremely tough and you may have trouble with (MCS and walkers, but high toughness/survivability units too, like Ogryns, Plaguemarines or FnP Nobz). If you jump behind terrain, the enemy has to chase you, keeping him/her away from either their 1. Objective, 2. your lines 3. jucier units. And even if they get to CC, at the end you can jump away, shoot them again.

I believe Warp Spiders are the only bait and trap unit in the game that work as both the bait and trap.

Finally some do's and don'ts.

Do risk the occasional deep strike. Its gets the in those areas where they can put the most damage, or expose a huge hole in the enemies army.

Don't leave them completely unsupported. Whilst they do okay on their own, keep pressure coming from the front or with other fast units. Let these guys make a hole, and the rest of your army exploit it.

Do take risks. With these guys you can recover from putting them in the wrong place. They can then change position easily. And if you see a better unit for them to target, do it next turn.

Don't worry about the double jump. You can lose one or not move far enough, and if you do recieve a charge you can run away to shoot again. At best warp spiders can get a maximum 36 inch move in one turn (12 inch move, 6 inch charge, 18 inch hit and run) This can put them in hard to get areas.

Don't specialise their role... weird for eldar I know, but don't go after transports and vehicles alone. These guys excell against infantry, so try and keep them their. Use heavy weapons to bust up vehicles, and the warp spiders to mop up what comes out.

Don't give up if luck doesn;t work right. First few games I played I mishapped everytime.... Give yurself time and work out how to work them properly, it takes a little getting used to, but it'll happen.


If anyone ahs comments/suggestions, add away.

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Old 12 Aug 2009, 09:56   #2 (permalink)
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Default Re: Tactica- Warp Spider

Quote:
Originally Posted by Good Ol' Shakey
MEQ: At the numbers I suggested (8 strong incl. exarch) they are putting out 18 strength 6 shots. Of that approximately 14 should hit on average. Needing 2's to wound, only 2 should fail. Space marines should fail 4 of these saves. That is a pretty decent dint in their numbers. If they then fail their morale, chase them around to prevent them from rallying. With better roles on ur behalf (and bad on theirs) it will kill more. The great thing is you don't need to worry about cover... AP-!
only problem i can see with this is that normal marines auto regroup because of ATSKNF.... angry face!! oh well. i've never actually used warp spiders, mainly because of the no ap weaponry, almost zero assault capabilities and the high cost per model. but i can see why one would want to use them.

would you think of them as useful against guard comand squads? s6 will put the beat down on their heroic senior, and a standard guard save is nothing to write home about. this would get rid of those pesky orders and make the rest of his army less effective (as well as draw fire away from other stuff). after wards, they could always go tank or artillery hunting to help make up their points.
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Old 12 Aug 2009, 11:11   #3 (permalink)
Shas'El
 
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Default Re: Tactica- Warp Spider

Not if they fail the morale check and you remain within 6 inches. They can only rally provided they meet the basic criteria of rallying... So if you remain within 6 inches, they keep falling back... Work fantastic with tank-shocks and hunting fast units that fall back large amounts. Against guard the work wonders, ripping apart nearly every squad available.

Who cares if they haven't got an AP value.... sheer raw amount wins out. Orks don't have an AP value in combat, yet they win so often because of sheer amount of wounds caused...
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Old 12 Aug 2009, 19:05   #4 (permalink)
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Default Re: Tactica- Warp Spider

Quote:
Originally Posted by Good Ol' Shakey
sheer raw amount wins out. Orks don't have an AP value in combat, yet they win so often because of sheer amount of wounds caused...
Don't I know it :

Excellent job, I've tried these little buggers out a few times and have always been pleased with the results *except the time I forgot to field them at all* so I've been wondering when someone would do a tactica on them. I especially like the advice on an 8 man squad (even if you mishap every turn for 7 turns you'll still have the exarch ). I've been trying to figure out what size is best so I'll try this out.
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Old 13 Aug 2009, 01:02   #5 (permalink)
Shas'El
 
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Default Re: Tactica- Warp Spider

I just find 10 to be too difficult to use and what 10 can do 8 can usually do as well. Its like running 10 firedragons as a suicide squad. It isn't needed and the points are better spent elsewhere.
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Old 13 Aug 2009, 04:32   #6 (permalink)
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Default Re: Tactica- Warp Spider

I have to agree with Shakey that any Power/Terminator-armored units can be killed through sheer weight of firepower. I can kill Terminators, Daemon Princes and Carnifexes with volleys of lasgun-fire. Why can't Warp-Spiders?
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Old 13 Aug 2009, 04:54   #7 (permalink)
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Default Re: Tactica- Warp Spider

Great tactic advice! I never unpack my Eldar without my Spiders ;D
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Old 13 Aug 2009, 05:09   #8 (permalink)
Shas'El
 
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Default Re: Tactica- Warp Spider

Also, smaller numbers do work okay.... less chance of a deepstrike mishap.... 8 usually gets a good small circle.... ten starts to have it a bit uneven and can make it harder.
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Old 13 Aug 2009, 17:33   #9 (permalink)
Shas'El
 
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Default Re: Tactica- Warp Spider

:-\ See, now my problem is choosing between what to field. I love my Spears, and Vypers are pretty bomb, but that only leaves one spot for my Spiders. And even fewer points. Hmmm. One of each is pretty fluffy for Eldar though, lots of different specialists in the same army (except Warp Spiders aren't really specialists, as pointed out by this here handy tactica)...

Never had any difficulty choosing what to fill FoC slots with Tau :funny:, oh wait, that's because there's only ~7 units worth taking in the whole army.
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Old 13 Aug 2009, 21:25   #10 (permalink)
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Default Re: Tactica- Warp Spider

Quote:
Originally Posted by Shas'el Ahab
:-\ See, now my problem is choosing between what to field. I love my Spears, and Vypers are pretty bomb, but that only leaves one spot for my Spiders. And even fewer points. Hmmm. One of each is pretty fluffy for Eldar though, lots of different specialists in the same army (except Warp Spiders aren't really specialists, as pointed out by this here handy tactica)...

Never had any difficulty choosing what to fill FoC slots with Tau :funny:, oh wait, that's because there's only ~7 units worth taking in the whole army.
I feel the same way you do. So many fun choices. I think i'm going to end up trying multiple types of specialized armies. Mech, Harlies, Wraith, etc... Too much fun from one army.
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