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I have heard good things about the Night Spinner but have yet to try one myself so I wanted ask those of you that have tried them which is better, The Fire prism or the Night spinner?
I am very familiar with the Fire Prism as I have used them on many an occasion but is one actually better than the other or is it like everything else in the Eldar list where is one unit is better in certain situations over the other?
I can see the Night spinner being a valued addition to the eldar list no doubt about that all I want to know is you guys opinions.
i favour the serpent but is just me
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Certainly both tanks are more purpose built and the Night Spinner has been devastating vs orks and tyranids in my recent games.
One of our tyranid players was stunned that it cost the same points as a Fire Prism, as he thought it should cost way more.
Both of our 'nid players are terrified of the Night Spinner. Nice to see the bugs scared of something!
I have such poor luck with my Fire Prisms and feel that linking them all the time is a waste of points that I'm replacing them with Night Spinners in my tournament lists. Even against Marines and Necrons, with that many S6 hits he's gonna fail a few saves (and don't forget it's rending). Vs Tau and their lower Ld, they were getting pinned often. If the target unit is Doomed, then you may re-roll any to wound rolls, not just failed ones.
I'm careful to place the template so a s to cover as many units/vehicles as possible to force the dangerous/difficult terrain checks. This has kept many a tyranid just short of charge range.
The Night Spinner certainly doesn't have the vehicle punch that a linked Fire Prism does, but I use Fire Dragons for vehicle hunting anyway. The dangerous terrain check scares my opponents, and the sometimes will keep a squad or vehicle stationary to avoid the check.
I run 2 fires and 1 spinner, 4 waves,dires, fire dragons, and a farseer.
Gives me the best take all comers odds. More spinners would not stop mech gaurd or razorspam.
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They keep the vehicle stationary? They may as well take the chance or its a waste of the vehicle lol Isnt the rule next time they move? They have basically chosen to leave a sitting target. Is the rule the dangerous terrain test is for anything it hits or any unit that suffers a wound?
Last edited by Farseer Macleod; August 4th, 2010 at 20:32. Reason: spelling
Yup, next time the unit moves it counts as being in both difficult and dangerous terrain. It affects any unit touched by the template (doesn't matter if they took any wounds or not).
Works great on vehicle squadrons too!
Then the night spinner is actually better for trying to immobilise a Landraider than a frie prism in that resect then. 1 in 6 chance. Rather than roll of Armour pen then damage chart.
In a recent game I had the initial blast wound a Zoanthrope, then the dangerous check killed it! On swarms of 'nids/orcs/guard I average 3-5 kills with the initial blast and another 2-4 with dangerous tests. The larger the unit, the more deaths. Just touching one model in a unit of 20 will all but guarantee several deaths with they next move.
S6 large blast with 72" range is scary. I wouldn't want to face one!
I think Eldar have enough strength 6 weapons that we don't really need another (even with the dangerous terrain tests). The fireprism gets my vote.
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