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I was wondering what other Edar players think about Warp Spiders. I am considering getting a squad, but my friends looked at them and didn't think they were very good. For the record, I mainly play against Orks, Tau, and IG.
They are pretty good, expecially if there is a lot of cover for them to warp behind after they shoot. The range that they have in motion and and number of high power shots are pretty nice. It forces the opponent to take a lot of saves, so depending on their armor largely dictates how effective they are.
I love the spiders and always run 2x10 man squads.
I mean, what's not to love?
with a full squad including fully loaded exarch, you get a big bunch of S6 hits, the ability to hide back in cover in the assault phase (or my favourite behind a wall or building to make you completely safe. You get a 3+ save and are no push over in combat due to the exarch and overall high initiative.
Oh, and I do believe that with a bit of luck they are actually the fastest moving thing in the game, e.g.
12" move + d6" run + 2d6" assault jump = min 15" - max 30" (although you will lose a guy on the double 6)
I would only take these guys if you take the full size squad - Imagine deepstriking in range of an enemy and then unleashing 22xS6 shots. There aren't many units that are going to be very effective after taking that.
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Definately the fastest infantry, but the star engined transports get 36". But spiders are pretty sick.
With the low armor saves of both orks and IG, warp spiders will be very effective. Especially with the higher toughness of orcs, WS will still wound them on a 2. They should be fairly usefull against Tau as well, maybe you can get some shots on their back armor?
i used them for the first time ever NOT deepstriking last night...they didnt do well for me, on the assault phase i tried to jump away, rolled double 1's got assaulted and died
hmmm, i'm considering dropping 4 vypers, which have proved easy kp's for a squad of spiders, which would replace the abundance of str6 shots, i'd also give the exarch power blades, to stop my council from getting tarpitted, but i'm unsure as to wether or not warp spiders are what i need.
Death to the Alien!
who likes cockroaches anyway.
Ordos Xenos 4/0/3
Warpspiders can be hit or miss, but in my opinion, there are better options unless you have an extremely fast moving army. They are so expensive for a t3 model with basically no cc capability. I also have found that they are not even that good at popping tanks - the times ive used them they have been screwed over by that -1 modifier to damage resutls from having ap -
The Hand that guides.
I've always subscribed to the mentality of drowning your opponent in wounds, especially in fifth edition where the prevalence of cover saves and invuln saves in the new dexes makes high AP weaponry a less useful option. For that, warp spiders are phenomenal. Their S6 means they wound most things on a 2+, and can instagib IG commanders and heavy weapons teams. But even against space marines, a full squad shooting will kill 4 or 5-- even before you figure in doom or guide support (preferably guide)-- and then they can jump away out of rapid fire range.