Tomb Spyders - Revisited - Warhammer 40K Fantasy
 

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View Poll Results: What change to Tomb Spyders is most appropriate?

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  • +1 BS Stat

    1 1.69%
  • +1 WS Stat

    11 18.64%
  • Change Armor Save to 2+

    20 33.90%
  • Increases WBB to 3+, Range 6” to Unit

    20 33.90%
  • None

    7 11.86%
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  1. #1
    for good and for awesome! kore's Avatar
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    134 (x4)

    Tomb Spyders - Revisited

    In constructing the Pariahs poll, I decided to do one for some of the other units that received enough feedback in the original threads to provide some viable options.

    Please vote for the option that you think is most realistic with respect to both game play and fluff.

    Karmoon: "well.. any kore = good kore" 12:35pm PST 23 May 2007


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  3. #2
    Senior Member necronoob's Avatar
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    Overal I think tomb spyders are great as is, but just because they need to be in CC they should get a better ws. Though they could stay the same and I would be happy.
    Prey they don't take you alive

  4. #3
    Junior Member Neutronium Ion's Avatar
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    I think they're good as they are now. It sort of sticks with the theme of why the C'tan made the Necron army out of the Necrontyr rather than a huge robot army. The Scarabs and Spyders, the only actual robots with AI, are supposed to be weak/sluggish according to fluff and they don't have the best fighting skills since they have AI that is only as smart as its programed. The 2+ save might make it over powered with 2 wounds and a high toughness.

  5. #4
    Member sentinel5000's Avatar
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    I reckon they should increase Wbb to 3+. It plays along with fluff as they would help repair damaged Necrons.
    Last edited by sentinel5000; June 1st, 2007 at 08:51.
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  6. #5
    Monkey of Mystery The Paint Monkey's Avatar
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    743 (x8)

    I agree that they're pretty cool as they are. They're not a combat unit per se, so I've no problem with the low stats. My only problem isn't covered by your poll- why does their neat ability to spawn little helpers cripple their toughness! Boo!!
    No more NG spearmen, thanks! Now I need some pump-wagons!

  7. #6
    0!=1jumpin'punch'swing jONESIE's Avatar
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    I'm going to have to go with 2+ armour save. Not for fluff, not for logic, but merely because I'm sick of having (even with high toughness) Spyders gunned down by rapidfiring lasguns and bolters, and the scarabs taking down their resilience.

    The rules and WS is fine, they work. But I find they are a bit too fragile, in a resilient army. If you take them, it's because you need for your playing style. I have adapted mine to not need these critters, as they die too easily, even though they look 'tough' :cry:

    After all, they are a huge beetle Spyder hybrid robot thingy with a huge solid carapace!

    *jumps on mop and rides into the distance* {goofy}
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  8. #7
    Senior Member aetherguy881's Avatar
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    2+ Save is much needed. However I would say that everything that you mentioned in the poll should happen.
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  9. #8
    Junior Member PhaseIn's Avatar
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    Quote Originally Posted by sentinel5000 View Post
    I reckon they should increase Wbb to 3+. It plays along with fluff as they would help repair damaged Necrons.
    thats probably the best change acording to the fluff :yes:
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  10. #9
    for good and for awesome! kore's Avatar
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    Quote Originally Posted by PhaseIn View Post
    thats probably the best change acording to the fluff :yes:
    Agreed. This would make them perfect. I guarentee that GW would see massive sales of TSs if they did this (wink-wink, nudge-nudge) as they would become more useful in a very fluffy way.

    Raising their BS would be cool, but there isn't any real justification I can see. Raising their WS would be really nice when fighting WS 5 and 6 enemies (though those aren't very many).
    Karmoon: "well.. any kore = good kore" 12:35pm PST 23 May 2007


  11. #10
    Senior Member vulcan raven's Avatar
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    change the loose a wound on failure to make a scarab swarm to just not make one on a 4+ requirement

    and/or do something with necron corpses, turn them into scarabs or the reviver thing in the poll.

    that extra wound and that armour to a 2+ is needed, since they block line of sight and will be a bullet magnet because they're a monstrous creature

    55pts a pop, you can have a total of 9 if you're willing to go that way. change anything and they're at a higher point cost, in the order of 70-90 i'd guess
    Ok fellows we have a difficult task, so we have to be more deadly than everyday.
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