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I am thinking of getting a pack of 9 warp spiders with an exarch. I am in need of ways to use them tho. I know they are good at killling horde armys and I know they can warp behind a tank and shoot it in the rear. What else are they good at? Can they kill SM by making them take too many armor saves?
I know not what weapons World War 3 will be fought with. All I know is that World War 4 will be fought with sticks and stones.
As far as ive HEARD you can make quit a expensive exarch but they will be able to do also some serieus combat damage. It was something like in your opponents turn you warped back out of CC then charged again into CC with the exarch powers but I really dont know if this would work I havent even seen 1 warp spyder in action irl. Only theratically on screen.
However with that statement out of the way, I would say listen to ArchonBjorn. He has a really good tendency to not say stupid things and give bad advice.Learn from yesterday.
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Using the spiders as a close combat unit really should be a last choice option, especially versus anything with a decent toughness and armor save. Against low save, low toughness enemies with no power weapons (IG?) they can do well if they can wipeout the squad in one round, after that shocking volue of attacks on the charge they are not nearly as threatening and can be beaten down with attrition. I strongly warn anyone about charging closecombat troops with spiders as they are so expensive that ANY casualties are too costly to be given away lightly. Using withdraw to pull out in your opponent's turn and then charge back into combat can work, but doing so usually depends on if you have enough spiders left to justify the action. I prefer to keep mine out of combat most of the time and use withdraw as a get out of jail free card to hop away, then move to just under 12" away in my movement phase, spray the offenders down with spinner fire, then hop away in the assault phase.
They shine as can openers againgst anything AV12 or less, especially under the new rapid fire rules. Even a Leman Russ can be ripped apart by spinner fire if you take the time to go along side and open fire. (My spiders have NEVER failed to destroy a Leman Russ from the side though they have only tried 3 times)
Against marines they can do well through the volume of saves that may have to be taken, but their short range means they could be vulnerable to return fire or possibly an assault depending on nearby units. Their high armor save and impressive movement abilities allow them to survive the sprint to get into range, and with careful positioning and planning they may never have to face opposing firepower before they open fire on your opponents troops.
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warpspiders aret that wondefull the can only glance vehicals because theyhave no ap value the can be killed but there second warp jump they are pnly good against low save and high tougness troops like muties or ogrinsthe exarch with powerblades however gives a nice combat edge but the are not assault troops
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Originally posted by ammedie@Dec 15 2004, 12:37
warpspiders aret that wondefull the can only glance vehicals because theyhave no ap value the can be killed but there second warp jump they are pnly good against low save and high tougness troops like muties or ogrinsthe exarch with powerblades however gives a nice combat edge but the are not assault troops[snapback]276445[/snapback]
Would you say that Banshees have better staying power? I have never used them, but I am considering it. It sounds like they can create a lot of havoc on the first round of assualt, but the low strength of thier weapons is quite horrenedous. Sure they can hit and ignore armor saves, but they actually roll to wound?
At least with Spiders their guns are S 6 with 2 shots. A group of 8 with an exarch is 18 shots. 16 of those shots are with a BS of 4 and the other 2 are done at a BS of 5. There is a very good chance that you will connect qith most of those shots and with the Str 6 on the guns there is another really good chance you will wound. The only problem is that everyone gets an armor save against them. I would still think even with saves some Marines will go down from a volley of Spider shots. I considered ditching my spiders for banshees, but after reading this thread I have decided to keep the Spiders in. They only big downfall in my mind is that they are so expensive. However, they can be used very creatively in the right situation. I'll take versatility over brute force any day.
A question about the Exarch though. Does anyone even use him? I plan on putting one in my SPider unit, but only so I can get Withdraw. I ignore everything else he can have like the dual spinners, powerblades, suprise assualt...because I dont ever see these guys getting in CC and when they do I use withdraw.
Does anyone ever see a reason to give the exarch anything extra? Even dual spinners with assualt doesn't seem worth it since they get 2 shots from Rapid fire anyway.
I like the Exarch because it makes them better in close combat. I'm sad to say the Spiders are even worse due to the new rapid fire weapon rule. But I do have a question, how many spiders are good for a 2000pt game or any game for that matter?
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A squad of 8 warp spiders has an almost identical cost to two Vypers with starcannon.
Interestingly, they also deal nearly as much damage to Space Marines as those Vypers, if they all fire. In short: despite appearances, their weaponry is tough. Against low armour saves, incredibly so. Only against 2+ saves do they become truly inefficient.
Depending on what you're up against, Spiders can be used as harrassers, damage sinks (especially with Fortune) or just outright monofiliment death raining slaughterers.
Personally, I don't see the point in utilising the Exarch at all, as he doesn't improve the Spiders' primary function. YMMV.
Exarch does improve the squads efficiency. There are many times where the spiders do not jump back far enough to get away and thus Hit and Run becomes an amazing ability. Without hit and run your entire squad is useless if your opponent gets into h2h, dont assume they wont because it does happen
As for the rest of close combat. Spiders are not a CC unit and should never be used as such. Rapid firing making them WORSE? Seriously, lets not smoke any more crack today. If you honestly used Spiders to charge then you should not be using them, as spiders are no better than a guardian in close combat (At killing things). They are one of the best eldar units imo, especially in biel tan where they count as troops and I always take a squad of them
They routinely cause atleast 10-12 wounds which can be a ton of dead space marines
Warp spiders are great at assaulting weak units, like a heavy weapon squad (IG) or a D-Cannon battery... or just a common guardsman squad if you have an exarch with all the super-upgrades. One of my common opponent is Mechanized IG, so all those chimeras make nice targets...
They are good vs. Dark Eldar too, since DE lack a lot of AP3/2 weaponry and spiders rock at killing raiders and such.
If you play a game 1000 pts or less, don't use the exarch as he'll cost 104 pts by himself... 9 spiders do the job good.
Spiders are very good harrassers, they can leap out, kill a squad or hurt it very badly and then just leap out of LOS. this is VERY annoying, and your opponent will focus less on your other troops in order to get rid of them.
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i agree with ameddie saying that warp Spiders arent that great.
They have weak guns and cab get killed easily but they are very useful in taking out hord armies (not to mention they cost alot to) but thats not the point i would get Striking scorpions or howling banshhes if i was you
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