Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I like the warp spider concept and the models, but tactically I can't seem to find any reasons to field them. Shadow weavers can easily match their fire power at a much lower cost, with the added bonus of being able to hide (they're usually a low priority target anyway). While not terrible in cc, I can't seem them as being effective either. All this at 22 pts, would any one else agree that this is probably the most useless aspect unit? If you're a fan of spiders or make use of them, please defend them and let me know how you make use of them.
In my opinion Warp Spiders are the best fast attack option that the eldar have at their disposal. I dont have a codex near me but as i recall they excel with ten men with no exarch. This unit fires a high volume of shots at a high str. they are great at a multitude of things including taking out horde like squads to regular space marine squads. They move through cover well they can also JSJ similarly to tau, and while there is the risk of rolling doubles i rarely have trouble with it. If you want more info go to the Best fast attack thread. There they hold the vast majority as the best fast attack option.
Do I know you?!?!?!?!?
Sorry, to say they suck was probably a poor choice in words. What I mean they are expensive and other units can get the same job done. A full shadow weaver battery is only 90 pts, and can lay down a similar amount of fire while staying out of range and sight, plus it pins. Perhaps my opinion is skewed because I seem to always be up against horde armies, where I feel hawks would be a better choice. Their only real advantage to me is they don't occupy a precious heavy support slot, which becomes more usefull in larger games.
Reasons to like Warp Spiders:
1.) Jump shoot jump
2.) S6 Assault 2 weapons
3.) 3+ Saving throw
5.) Toby Walker took a squad of 8 (one of them being upgraded to Exarch) in his 1750pt army that got 3rd place at the '08 Las Vegas Grand Tournament.
Scratchbuilding Fire Prism Crystals
2K Mech Eldar in 2010: 25Win/4Lose/8Draw
I have to disagree with you and say they are the best aspect ever. They are not for everyone but I do believe that they fill a very important niche in some armies. Personally I take two batches in a 2k list.
Equipment is as follows:
7 normal warpspiders
1 Exarch: power blades, additional death spinner, withdraw
+1 Autarch: warp jump generator, fusion gun, power weapon, mandiblasters
This has never really let me down and having the autarch in there allows for much more flexibility in the squad. This can be a devastating combination that is able to crash into close combat, hunt heavy and light vehicles in the same turn if they split up, or the autarch can kill a transport and the spiders take out the squad inside. This works amazingly well and in my last game the spider squads were able to do all three of these bofore the game ended. In a single round they were able to take out two tanks, a trasport, and the squad that was inside. People fear my spiders and righfully so, they cause more damage than any other squad in my army. They are also particularly good at taking out small hoard units and can take a bit of punishment if the hoard isn't completely gone. I see no reason my army would go without these.
Never apologise for asking questions young seers, through asking
questions we find answers, and through those answers we gain
knowledge of ourselves and the universe around us
Meet My Autarch
I agree with Dekendo, 8-10 warp spiders plus exarch and autarch is arguably the most effective and tactically flexible unit in the eldar army. I have used at least one squad in all my army lists and they have never let me down consistently earning back more than their points cost.
I always run 10+exarch with all whistles and bells. You know when they turn up they will wreck anything the shoot at and be either jump back out of range or weather the storm of most return attacks before kicking out some more smackdown.
Plus if they ever need deploying a move of 12"+D6" run + 2D6" jump has got to make them the fastest thing in the game outside a skimmer with star engines.
I recently played 3x7(inc exarch) in an Apoc game as the Shard of the Void Weaver. In the first turn they arrived they wiped out a squad of flamers and daemonettes and for the rest of the game they went toe to toe with some Chaos termies and ended up wiping them out as well.
My opponent hates my Spiders cos he knows that he is going to lose a unit as soon as they deepstrike in.
I imagine some of the usefulness depends on the size of the table you play on.
Check out my Blog for my Biel-Tan Apocalypse progress
i would have to agree. while i have not regularly used warp spiders in all of my lists, through reading posts like these on this website, they have now become a staple in all of my newer lists. i really like the aspect of being able to shoot the hell out of a squad, and then jump back out of range. it just works. and they are fairly tough. at 22 pts they are an expensive unit, but one that will, on average, be able to make back far more points than a dark reaper squad which can be similar in cost.
War is my master; Death my mistress.