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I bought 3 tomb spyders before I completely understood what they did, now i have far more experience with the necron army and am still unsure of what i can use the tomb spydres for except to use them to scare my opponent, and take up a lot of firepower due to their ability to create scarab swarms, but i was waundering. What other use could they serve besides a fire magnet, and 12" rule in case a squad is wiped out, and is it worth the points?
-Do not regret what you cannot change
yes definately. they are worth every point. i use my tomb spiders for a whole bunch of things. being monstrous creatures with STR.6 and T.6 and ATK3 they can do an amazing amount of damage in CC. also youi can fit them with a particle projector which is basically a staff of light. staff of light : 12" STR5 AP3 assualt 3 so its a perfect SMurf killer. with W3 and T6 they can survive alot of firepower making thm ideal CC machines. my tomb spiders have always done a devastating amount of damage to enemy HQ (and retinue) or elites.
try using your tombspiders to attack tanks because being monstrous creatures and STR6 its very capable of destroying a land raider or any other tank which stumbles within charging range. beleive me tomb spiders are worth every single point.
As I see it they're realyl only useful if
A: You intend to take multiples of units like Immortals and Destroyers and want to spread them out.
B: You want some cheap, expendable (non-necron) muscle.
Spyders aren't really that good of shots (in fact, they're as bad as Orks), so the particle projector option really isn't that effective. Better to throw in with their real skill: mutilating things in CC. As the only Non-C'tan MC Necrons are allowed, they have some tank-hunting potential, but this is a waste with all of the gauss around. This puts them firmly in the attack support category. I could see some spyders lurching forward to back up a 2nd turn scarab swarm assault. :yes:
Of course, you could use them for their WBB support role, but really most of your squads should already be clustered around the Lord to benefit from the obligatory res. orb, so Spyders aren't always needed unless you have some strategy going which will take a small unit like Immortals or Destroyers away from anothe unit of its kind. I don't usually think of this as very useful, as having more than one elite unit racks up points and therefore doesn't seem to happen much.
Tomb spyders can be very nice counter assault units for necrons. Their main purpose IMO is to support the warrior squads. Though if they fight any units with WS5 their horrible WS2 (not WS3) won't help too much though against the majority WS3 or WS4 they should do ok. They also can draw fire away from your troops and such which can help take off the presure on your phase out.
Is it me or does any other necron player get annoyed when they see people saying "Necrons eat souls". How is that even possible as souls are part of the warp and necrons want nothing to do with it? Eh probaly me just me being picky.
Tyranid Hivemind Member
Originally Posted by thijs
They only have 2 wounds
I see the tomb spyders as hidden fists for necrons.
They can take a fair bit of damamge due to their T6 and will cut down a fair bit in CC (they eat marines and will insta-kill guardsmen).
They don't cost much, are pretty hard and let your army spread out.
That isn't necessarily true. Okay so they have a crap BS, but by giving up 1 CC attack, they gain 3 ranged attacks that can rip through MEQs if they hit. When it comes down to it, their WS is the same as their BS, so you have exactly the same chance to hit in CC. I don't understand why people don't take the Partical Cannon; it's a ranged attack before you assault, and that's always good.Originally Posted by Orkrontyr
Mysterious Member of the ANZAC Clan
Not true. BS 2 will make you hit on a 5+ in shooting. WS 2 will make you hit (on average) on a 4+.Originally Posted by mpdscott
But with the particle projector and CC skills combined you can do more damage than simply keeping 2 claws.
Since its free the particle projector is ALWAYS worth it, a potential 3 dead marines before you/ they make CC then you could kill another 2 or 3.
In my one game of experience, the tomb spyder was damned useful. He held up a Hive Tyrant and eventually a rampaging Carnifex for the whole game, just sitting there dodging hits (I don't know how) and dealing out wounds (similarly, not sure how. )
They're tough, and the ability to throw more and more scarabs at your opponent is awesome.