Welcome to Librarium Online!
Just a question about the Tomb Spyder.
Ive read the entry in my codex several times but i dont quite understand the wording. How does it improve your WWB Rolls?
Also is it worth taking the PPC on them. I hear its good to do just not sure if a STR5 Ap3 12inch range weapon is worth it for -1 attacks
Power corrupts... Absolute Power is kinda neat though...
I'm not positive b/c I don't have my codex nearby but...
I think it allows WBB for Necrons within 12" (i think)
Also: It is not worth taking a particle projector. I think this has been discussed before. Its a waste of time because it would do better in cc with the extra attack. (being a MC and all)
Anything that has been said above must be immediately
disregarded, as the high level of stupidity contained in every
word may cause you to drool on your computer thus causing
your own demise...
you know water+electricity= dead...-ness. :mellow:
The confusion on this rule is due to the fact that it is mentioned under the We'll Be Back rule in the codex, and NOT in the Tomb Spyder entry. Urban Decay essentially has it right, but check the WBB rule in entirety for specifics.
Having a staff of light on the Spyder is nice, but consider that it's ballistic skill 2 - you can expect to hit with one of those three shots. The Spyder's monstrous creature (MC) status makes it far better in close combat, on average. Honestly, though, give the PPC version a try in a friendly game (where your opponent is a friend who doesn't care if you proxy a different weapon on the model) and see what you think. Putting the Spyders in close combat makes them more vulnerable, which isn't good if you're relying on their WBB assistance.
you shouldn't be taking a tomb spider for the WBB capability, which never ever actullay comes into play, or the particle projector, which misses and detracts from its CC ability. its main strength is making scarabs, and having 3 or 4 S6 MC atacks for cheap. also i would disagree that it is vonerable in CC as out in the open they get picked off by heavy weapons, from which they are safe in CC.
I have to disagree with taking the spiders for wbb. i do it and they also are a great fire magnet, seeing how they dont count towards phase out. with my experience making the scarab swarms, well it sucked. it ended up killing the spider in 3 turns and wounding the other 2. as far as th particle projector, thats a one u have to play and figure out if it works for you.
i wouldnt make scarabs at all.. since now the tomb spyders suffer from the majority toughness/armor ..
"i wouldnt make scarabs at all.. since now the tomb spyders suffer from the majority toughness/armor .."
im not sure what u mean bby this can you please explain?
In short, squads of multiple toughnesses or armor take the value which the majority of the squad has.
And over there we have the labyrinth guards.
One always lies, one always tells the truth, and one stabs people who ask tricky questions.
oh, that is probably why i think making scarabs is better, my gaming club decided not to use that rule, as it made no sence and was really stupid.
as for WBB roll help from the tomb spider, the likelyhood of having a tomb spider within 12'' of the squad, and of having brought two of the squad is so unlikely that you would have to have specifically deployed the tomb spider for that purpose. in that case it would not be worth it , as you might save 2 or 3 warriors, which cost less than the tomb spider.