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OK, so the main problem with Spinners is that they take up our heavy slots which are usually reserved for tank-busting units.. wraithlords, war walkers even fire prisms. So if 2 or more of our heavy slots are taken up by fielding night spinners, what do we think will suit them in terms of list composition, taking into account the amout of armour in the current environement?
Option number 1 is the obvious.. fire dragons. The downside being that they're often 1 shot wonders, so if you send them to knock out land raiders, vindicators etc, you're not likely to have (m)any left to kill rhinos and give your night spinners targets. They're still a valuable part of the list, but don't really give you the quantity of armour killing power that you need due to their low survivability once they've made an attack.
2) Vypers.. disaster. BS3, expensive, av10. not going to touch them.
3) Wraithguard. I'm still not convinced they're really a competitive choice, and take up the same slot as fire dragons. It's possible to run them as troops, but they then they lack the mobility to be a real threat to armour. But the time the enemy is in range, they're assaulting you and your spinners will not have any targets.
4) Only take 2 spinners.. that leaves us with 1 more heavy slot. my preference would be a squadron of 3 walkers with scattlerasers. The EML/lance wraithlord is a close 2nd (largely due to it's better resilience), but I think the dual SL walkers will be more successful for only an extra 25 points. Having two weapon mounts makes up for a lot of the shortcomings they share with vypers.
5) Jetbike Seer Council with Singing Spears. Probably the most important inclusion in my view if you're running night spinners. They're mobile and with each model having a 12" s9 shot as bs4 (bs5 for the seer), they will wreck just about everything they shoot at. The 6" assault move lets them hop away to try and stay out of assault range after they take out a transport and the spinners can then fire on the disembraked troops (difficult terrain tests for them will again help you stay out of assault).
6) Maugan Ra. With potentially 5 s6 rending shots hitting on 2s, maugan is better than an assault cannon. He can and has wrecked landraiders and can even ignore the cover saves from smoke launchers on approaching transports. He's pricey tho and along side a jetbike council, i don't see you managing to get him in a list of less than 2k points.
7) wave serpents. generally i'll take scatter lasers on these as they're quite capable of popping rhinos and are actually more likely to wreck (and alot more likely to shake) a rhino than an EML is. a useful inclusion esp as they're easily included when carrying our troop choices.
So my current conclusions are to run 2 spinners, a jetbike council (at least 5-6 locks+seer), 2 squads of fire dragons, 3 scatter walkers and 3 DAVU serpents with scatter lasers. That's achieveable for 1750.
Any other ideas people have had to make night spinners useable? Seems a shame to have a new tank with shiney new rules and no real space for it in lists.
I know it is not preferred but you can also use Shining Spears, with all the S6-S8 lance weapons and the charge, especially with an autarch with meltagun can practically pop anything. Even charge whats inside.
pre-organise a game against a horde ork/tyranid player
it doesn't but really makes it a moot question.
If you're facing alot of armour there is really little point in bringing them along, thus the best option is to look for a game with little/no armour
so it's not any help to the significant number of us who try to make balanced 'all comer' lists. the obvious purpose of this thread to look at ways to allow the inclusion of night spinners in such a list by highlighting peoples alternatives to the HS anti-armour units.
First choice for me are always shuriken cannons on serpents. Except land raiders and monoliths no tank survived the torrent of fire from 5-6 serpents with 6 shoths each. Add here if i have points for scatter lasers i get 7 shots each.
Second choice are fire dragons. What they attack they kill and then they die. But with competent support and use of line blocking/cover giving vehicles i managed to get them running 2-3 turns.
3. Autarch with fusion gun.
4. dakka falcon and prism dakka falcons pour 9 shots at bs3, 2 of them at s8, prisms are prisms (when you take only 2 spinners)
5. outflanking walkers - they enter and kill a tank/transport in most cases (when you take only 2 spinners)
6. singing spears - on warlocks/farseers/Yriel.
As for vypers, these are not for tank popping but for fire attraction and movement blocking. Shining spears and wraithguard are way too expensive for their utility and versatility. Harlequins can take fusion pistols also so can be a choice but i fail at making them effective.
I like you put Maugan ra on the list and miss Fuegan and Karandas but Phoenix lords are again not cost effective ussualy when you have Eldrad doin same damage and more psyhic powers.
Hight elf and Craftworld Eldar army project pics heavy: linky
i think you will find beest was joking......
'hatred is true power' ritual master garth, the 11th