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Just as a question I was wondering if you guys would consider using a Tomb Spyder in
your games. Because if you think they are useless (I do) than I would rather spend the 20
bucks on some destroyers. Maybe they are really useful and I didn't know about it. Just
want some inside advice thanks.
I find them very usefull for many things. First, the model looks awsome, hehe. The wbb and scarab spawning effects can really be a great help in some games. Like if you plan to bring 2 squads of 3 destroyers, and split em up, or 2 squads of heavy destroyers, or even if you dont think your warriors will be hanging out neer each other. the scarabs can be great if used correctly, like I would only spawn them vs armies that I know wont try to shoot 40 bolter shells in me next turn, or if I am in assault distance that turn. Never give them a particle projector, cause with BS2, and loosing one pweapon attacks, you will regret it. The main use I find for them is to keep my destroyers and warriors that extra bit safer, and have them aid my warriors in the enemy assault. 4 attacks of S6 p weapony goodness. Oh, and the T6 makes them hard as heck to take down by normal infantry. I almost always take 2 in a 1500+ battle, but then again, I only own 2, so thats also what I'd take n a 3k pts battle....
I like tomb spyders myself, I agree with ShadowZora13 about the WBB greatly helping squads that happen to be out of 6 inches of each other. They also make a great counter assault unit, what with being monstrous creatures and everything.
They are also a good insurance policy against stuff that might try to come up behind you (a la wolf scouts)
I dont ever use them to spawn scarabs though. The potential wound and the fact that the scarabs remain as a squad with the spyder are way to negative for the use of that ability.
I would only get tomb spyders if you already have destroyers though, if its a matter of choosing between one or the other, I would go with the destroyers first.
"I am the architect of fate!"
Tomb Spyders are one of the most underestimated units in the Necron army.
The truth is... they kill Space Marines four times faster than Destroyers for only 5 more points.
Destroyers hit on 3+, wound on 2+, marines save on 3+... so it takes 5.4 shots from a Destroyer to kill a marine. Destroyers get 3 attacks, so it takes 1.8 shooting phases to kill 1 marine. So you kill 1 marine every 2 turns on average.
Tomb Spyders hit on 4+, wound on 2+, marines get NO save... so it takes 2.4 attacks from a Tomb Spyder to kill a marine. Tomb Spyders get 3 attacks, so it takes .8 assault phases to kill 1 marine. Theres also 2 assault phases, one on your turn, and one on your opponent's turn. So you kill 2 marines every 1 turn on average.
Destroyers are slightly better against 4+ save armies, but Tomb Spyders will kill Marines faster than anything else.
you dont seem to be adding in that fact that a destroyer can begin firing on the enemy long before the tomb spyder can get into assault range. Also what size of destroyer squads are you calculating? 3, i think right? So your calculations could also be wrong if a player is using mroe than just one squad of 3 destroyersOriginally Posted by Khobai
Not that im saying dont get tomb spyders, because i like them )as you can see from my previous post). Im just saying that if you dont already have destroyers, you should definitly go with them before you go for tomb spyders
"I am the architect of fate!"
bearing that in mind i would agree with KhobaiOriginally Posted by Khobai
i find tomb spiders in credibly useful, they slaughter marines, can be a cheap way of taking care of MC's, and are devestating against tanks. always make scarabs, they drasticaly increase the effectivness of tomb spiders, keep on kranking them out untill you lose a wound, then stop. you can even make one on the turn that you assault, just not while in CC. and never get the particle projector, because of bs2.
I initially got my Tomb Spyder because I liked the WBB effect, but I didn't expect to be using it much beyond that. I saw it as insurance, in a way. Imagine my surprise when in my very first game, that single Tomb Spyder saved an entire warrior squad from annihilation with its WBB modifier (mental note - Seraphim with dual flamers with Cannoness attached can do some hideous damage), cracked open a Rhino and ate the entire Sisters squad inside AND helped eviscerate the Seraphim before going down. I think this "afterthought" paid for its points cost 4 or 5 times over. That's not to say that destroyers couldn't also have done the same, but the initial investment was quite small, and I was surprised at how versatile the Spyder was.
Im not a big fan of Destroyers. Against 4+/5+/6+ save armies, I think Immortals are a better investment.
And against 3+ save armies, Heavy Destroyers are just as effective as normal destroyers, but have added versatility vs terminators, monstrous creatures, and vehicles. And for only 15 points more.
Destroyers really need an AP3 weapon before id ever consider using them.
That being said... theres nothing wrong with taking 5-6 Tomb Spyders. Especially against Blood Angels or Black Templars.
They will never ever suspect that your Tomb Spyders will utterly own them. Especially after you complain to your opponent about their poor weapon skill and low initiative
Last edited by Khobai; April 5th, 2005 at 08:33.
When I think of all the destroyers advantages I cant help but take them in almost every army list I make.
1. long range
2. Very good gun, even if it is only AP 4
3. can move a long distance while still being able to fire its gun
4. Can turbo boost a VERY long range and get a 3+ invulnerable on top of a good toughness.
When it comes to choosing between Immortals or Destroyers, I have one thing to say.
Why choose? Just take both since they are both awesome units and both have some very serious advantages.
Again, I like tomb spyders, however I would never go so far as to take 5 or 6, that is WAY to many points on stuff that moves slow, has no ranged capabilities, and doesnt count towards phaseout.
When it comes to CC against marine armies (chaos or loyalists) maybe its just against the players i play with, but most of the time the Vet sarge has a P.fist, which tears the spyder a new one. So I would definitly not go so far as Khobai when it comes to them (however this is based off of my personal experience, his might be very different)
"I am the architect of fate!"