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I recently invested in some warp spider and have since come to regret as i seem unable to figure outwhat their ment to be bloody well good at! Where does the warp spider fit in in an elder army. i appreciate their ability to wound most infantry but the lack of ap seems to constantly let them down. Granted the sheer rate of s6 shots tends to make short work of light vehicles... Any advice?
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Basically they are a distraction unit, ideal at being a thorn in the side of your opponent and if you give the exarch power blades and withdraw can be a real headache in close combat.
They are one of only a couple 'jack of all trades' units in the eldar list. Their ability to take down light (and even medium) vehicles as well as the strength to wound most critters makes them useful, just as the jump generator makes them mobile and versatil and their armour makes them somewhat resilient.
Use them to tie up an opponents units/flank, distract him from the rest of your army and basically annoy the hell out of him by bouncing around and blowing stuff up.
Dovie'andi se tovya sagain (It's time to roll the dice)- Mattrim Cauthon
Use them against elites and light vehicles. They are fast enough to get to a vehicles rear armour, their high strength is useful against tough opponents, and if you think "but they don't have any AP" remember: most things you use to shoot at them won't ignore their armour either, they'll get a save anyway. So use the strength and speed, and don't worry about the AP!
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One thing that i've seen while playing against 'nids is the fact that those strength 6 hits kill rippers (or any other swarm at T3) good because they inflict instant death. Mostly i let the warp spiders move up, blast the crap out of light infantry, and when they get charged, i withdraw and let the scorpions clean them up.
ive found that, given a good terrain rich table spiders are good at poping in and out of cover harrasing units and taking care of light tanks, failing that the exarch with some power blades can keep units tied up in cc until the cavelry arives.
as above, warp spiders are unbiquitous, not something that you can say of most eldar stuff, which is very specialised and fragile, they work really well and can be used as a filler unit, take the exarch, give him the ability to dep strike, then consider power baldes, a second death spinner and withdraw, then add on some more spiders, a squad of 6 is effective, as is 8 or 10, so you can drop or add them to sort out those problem points things at the end of creating an army
use them as above, at a basic level ,deep strike behind vehicles and pour fire into rear armour,
I have seen a squad of 6 damn near glance a bane blade to death simply because the imperial player couldnt turn around because he needed to deal with the rest of the eldar army, so they stood there and glanced off all his weapons and imobalised him over several turns, (about 5 I think)
Everything you have been told is a lie!
I love these guys, for both fluff and tactical reasons. 12" move, can withdraw from cc, 3+ save and a squad of 9 (incl exarch /w extra deathspinner) can unleash a salvo of 20 S6 hits at 12". The extra 2D6 move gained by forfeiting your assault is also a great way to avoid retaliation. These are probably one of the few units in my Eldar army I would never not take. I know that the IG player who I play against regularly will pretty much target them before anything else (he's seen one too many of his squads get monofillamented ). Anyway, great unit and definately recommended! (with the small caveat that if you only ever play necrons or nedzilla, they probably aren't that useful).
if it wasn't for warp spiders i'd never have won a game of 40k
god bless 12" movement combined with a 3+ save ;Y
I concur with most everything the others have written, but no one seems to emphasize they are really good against hordes.
I've found spiders are the bane of Imp Guard where they insta-kill most characters, get across the board quick, and the basic spider can be effective in CC. (And like the other said, pop rear armor)
They are great at killing orcs and DE, and most anything with low armor.
They are also great gap-fillers and objective grabbers (like all jump infantry).
What I find they are not good at is taking on enemy squads by themselves. Always support with another squad of something. That should be THE FIRST ELDAR COMMANDMENT, but with spiders high str folks forget and think they can shoot a tac squad to death by themselves...don't try it.
Personally, I find the combo of a full 10 man squad of spiders combined with a four-ship of shining spears will kill most anything. You shoot it up with both squads, charge your spears, pile in your spiders and if anything survives (try to not let this happen) you can hit-and-run.
"Orcs are what happens when Teenage Mutant Ninja Turtles grow old and bitter."