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I'm going to field a sizeable unit of warpspiders in my tournament army (7 plus an exarch), and I constantly hear for some of the locals that the spiders aren't as good as they were in the previous edition, yet I have gone over the rules changes and FAQs and am not seeing much of a change. Can someone explain what they are referring to?
The only thing I have heard is that the Exarch is not as good as before. This is because of the new weapon rule, its no use for him to take two Spinnes any more. He cant fire them both as I can understand. One more thing is that you donâ€™t what spiders in CC so the only use for the Exarch is the withdraw ability.
Well this is what pupil have been telling me any way, just drop the exarch if you donâ€™t have the spare points.
warp spiders are now one of the best aspects available to eldar.
now that rapid fire weapons are move and fire twice you get a great volume of shots at high BS and S.
definately go for it. especially as you can move 12" shoot then use the secondary jump in the assault phase (despite having rapid fired)
i have no idea what those guys where telling you.
Their guns can't cause penetrating hits any more, which is a shame. A load of glancing hits is still quite good, though
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone
By the fluff and by the physical model, taking two Deaths Spinners literally gives him two Death Spinners. If the rules were based entirely on the fluff he indeed would not benefit from taking the second weapon because he is only permitted to fire one. The rules have nothing to do with the fluff, though. The codex states that it does not effectively give him two weapons, but simply alters the properties of his existing weapon. As such, he does not fire two weapons and therefore does not break any rules. He fires one weapon that simply behaves slightly different from a normal Death Spinner.Originally Posted by AndEng
It's not the same, but sorta like Sisters' Seraphims or Tyranids. Seraphims have two pistols, which count as a single twin-linked pistol when firing. A Carnifex can be armed with two sets of twin-linked Devourers or Deathspitters, which is modeled as four weapons. It acts as two weapons, though.
Basically, when counting the number of weapons a model has, ignore the physical count on the model or in the fluff. The rules say what a weapon is defined as. A weapon by the rules may be defined as a combination of several weapons that achieve a single effect. Of course, that effect must be clearly defined by pre-existing rules and cannot be arbitrarily created by the player. In this case, that effect is defined.
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Name none of the fallen, for they stood in our place, and stand there still in each moment of our lives.
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I often hear people complain about the lack of armor penetration. But when you really look at it it is not a very big drawback. Most of the units you are gonna fight will have 3+ or 4+ armor save, and few basic weapons penetrate this. And since most of the units you fight are gonna have toughnes 3 or 4 you will wound most anything on 2+. Those 8 spiders you plan to take will deal about 7-8-9 wounds to a marine squad. With that many wounds they are bound to fail some.
Warp spiders are, in my opinion, one of the troops that has had the most benefit from the new edition and the new rapid fire rules.
They probably mean that they aren't as good as in 2nd edition, where Warp Spiders were insanely dangerous. They're still one of the best aspects again now in 4th edition.
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
Warp Spiders are great units and thanks to the new rapid fire rules are much better than they were in third edition. True, they can no longer penetrate vehicles...but I never particularly took my warp spiders vehicle hunting anyway (and even if I did I think the extra shots they fire would more than make up for it.)
Warp Spiders excell at infantry killing. Using their warp jump generators and their high strength fast shooting weaponry - they can easily outmanoeuvre enemy units and cut them to pieces. They're also very decently priced. (Just compare the stats, weapons and the points costs of warp spiders and guardian jetbikes and you'll know exactly what I mean.)
The knowledgable man knows the rules.
The intelligent man knows how to keep the rules.
The wise man knows when to break the rules.
The wisest man knows that some rules must never be broken.