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!
So I picked up the new Fire Prism/Night Spinner kit on Wednesday. First off if you haven't got your hands on the kit yet you are truely missing out. Magnetizing the turret to switch between the Prism and Spinner is pretty idiot proof.
At first I had no intention of ever really using the Night Spinner when I first bought it but I gave it a go anyway. My first victim was Orks at 2000pts
4 squads: Storm Guardians x10
w/ Destructor-lock and 2 flamers
Wave Serpent w/ Scat and Shuriken Cannons Spirit Stones and Star Engines
w/ Exarch Biting Blade
Wave Serpent w/ Bright Lance
2x Night Spinners
Orks not too sure but something like this:
20+ Mob o Boyz Power Klaw Nob
20+ Mob o Boyz Power Klaw Nob
20+ Mob o Boyz Power Klaw Nob
Mission was Annihilation and set up was Dawn of War. I used my Night Spinners and Wave Serpents in combos. Two Serpents would off load their cargo in flamer range then i would fire one Doom Weaver. Once the mob was hit i would Tank Shock with an empty Serpent causing the unit to take an immediate Dangerous Terrain test. I'd fire with the second Doom Weaver and Tank Shock with a second empty Serpent and another Dangeroust Terrain test. My Storm Guardians would mob up with a tasty dose of flamer/destructor goodness. Despite getting within assault range in turn 2 the mobs were shredded in droves. Even onlookers felt sorry for the Orks getting pummeled by my lowly Storm Squads. I lost two Serpents and six Guardians in H2H. But all in all I have to say the Star Engined Wave Serpent/Night Spinner combo was disgustingly effective.
I played against IG as well as Chaos Daemons. I didn't have as much success vs the Daemons but the combo proved excellent against Guardsmen as well.
Anyways hope this spurs others into giving the Night Spinner a try.
Haha that combo sounds disgusting, i hadnt even thought of using a tank shock to force a dangerous terrain test, that sounds mighty usefull, might have to employ that against my local Marine and Necron guys!!
These are my blue dice, There are many more like them, But these ones are mine.
I don't think there's any question it's very strong vs horde armies, but the majority of competitive play is against meched up armies. So the main challenge of the night spinner is finding the most efficient ways to provide it with targets.
I agree that it isn't going to be blowing through lots of armor. But most seem to feel that our Heavy Support choices should be reserved for the big guns. In my style of play such isn't the case. I usually run Bright Lances on my Serpents so i never really feel like i need to rely on my Heavy slots for tank busting. Between the Lance Serpents, Fire Dragons and my usual healthy dose of Witchblades I am never at a loss for dealing with high AV. Plus since its bringing down a twin-linked large blast this thing usually hits. At Str 6 and Rending it can still deal with light transports. Remember that "any unit it hits" is rolling Dangerous Terrain tests. So even if you don't penetrate their armor there is still an 1 in 6 chance of that transport getting immobilized. So its not as if there will be a lack of potential targets on the board.
I also think that a little of the point is being overlooked here. Its not that there was a question of what the Night Spinner's role is (anti-infantry), but rather how good at that role it could be. I had 40+ Boyz, half of them with Ard Boyz with Feel no Pain, in Assault range in turn 2. I was in worse case scenerio here. The Ork player was so busy counting the number of attack dice he was going to get next turn that he stood in disbelief at the damage that was wrought in one round of shooting. I only lost a Serpent and 6 Guardians! I've never gotten that kind of wholesale slaughter out of Guided Scatter Walkers or Bladestorming. He conceded in the fourth turn but still ended up rolling nearly 100 dice worth of Dangerous terrain tests!
Essentially what has me sold because it allows me to add to the Eldar's greatest strength which is dictating where the the fight is going to be. It makes my hell on wheels fast army even more mobile by slowing down the enemy. Gives me more field control which is golden.
Last edited by spictacular; June 13th, 2010 at 19:58. Reason: grammar
you did good with night spinners agains a fulll foot army? c`mon is the only army that is effective against. try against a chimera wall next and say about it
If your army doesn't have the AT to handle 12 10 10 vehicles, then yes, you deserve to lose. But barring a completely terrible list with no AT, those Chimeras will die at some point and then you've got a nicely disembarked target for your Nightspinners to hit. And still, S6 hitting side armor 10 isn't bad at all. The AP - is a bit of a bummer, but you can still wreck it and certainly stun or immobilize it and keep it from delivering it's payload. If there's another vehicle nearby, you can even try to knick it with the blast and force it to take a dangerous terrain check (and if you get really lucky, even Rend to do some damage).
Certainly, a heavily mech army isn't ideal for the Nightspinners to be shooting at, but it's hardly useless against it. What's more, just because non-ideal conditions exist for a unit is no basis to say it sucks. What are your Fire Dragons going to do against a green tide, or infantry heavy guard? What are your Dire Avengers going to do against the same Chimera spam IG?
Second is the dakka scoring falcon with its 9 shots and the fire prism. Night spinner is an expensive choice if you play against foot armies regullary. In rest is just a av12 melta here i come stunned each turn box. Play against a chimera chasis spam (9 hydras or some artilerry, 8-10 chimeras) with a critical mass S6 list (let`s say in 2000 points something like 90 shots of s6 and some extra s8 plus 15-18 dragons) and a mighty night spinner list (with 30 shots less) and compare the results. Shall i take 27 shots and 15 avengers inside to make it scoring or 3 shots of large blast s6? oh maybe i`ll take 3 s9 shots....neh i rather put the chimeras to imobilize itself while the vendetas and hydras are popping my serpents.
I`m stopping cause i rather lol at such arguments than say something rude.
PS green tide sucks. is so easy to beat....
PPS against IG my dragons are killing the long range heavy hitters, my s6 spam is keepib holes around my serpents and stun/kill any side av10 i can find while avengers sit on their asses inside serpents. you know eldar is a codex when you dance around and then when it fits you you commit and kill the enemy. You just need room to dance.
Saying that "the night spinner is still good against mech, you just wait for the transports to pop" is a fallacy when the night spinners are taking the very slots the only good S8+ shooting comes from.
indeed, hence my thread about how we can try and compensate for that.
got in another game with a dual spinner list last night. 1750 vs tau.
I was running an avatar, guide seer, 3 scatter walkers, 2 spinners, 2 squads of 7 dragons (with serpents) and 3 DA squads also with serpents and emls or lances. My opponent put down 7 tanks (2 railguns, 1 skyray, 4 fish(2 pathfinders, 2 fire warriors)) and maybe 9 crisis suits (in 3-4 squads) with shield drones. I got 1st turn in pitched battle annihilation. It started ok, and i got a reasonable lead in kill points, 4-2, then 6-4, but at tht point i basicly ran out of guns. The spinners did a little damage, killing a few guys here and there and putting some wounds on the crisis suits, but without really being deadly, even running 2. My opponent rolled better than averagte on terrain tests, as i was quite often hitting multiple units with each spinners shot, so on another day they might have done more, but it came down to a lack of guns. I lost an EML and a Lance making 2 of my serpetns mostly useless for anything but shielding, fire dragons accomplished their missions but flopped dead afterwards as expected and the walkers fell after dealing out a few glances and killing a squad of fire warriors. Turn 6 saw the turning point, everything i rolled that turn wiffed (except the avatar which killed off it's 2nd unit) and everything my opponent rolled hit and penned and wrecked heh. ended up as an 8-9 loss. I definitely think the spinner is no replacement for actual killing power, but i was actually surprised at how well the avatar did, since i don't usually run one.