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[Units] Warp Spiders discussion

 Post subject: [Units] Warp Spiders discussion
PostPosted: Mon Dec 14, 2009 6:48 pm 
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Vaaish, actually it can't be said about any of the other aspects.  The first strike on the FF means that the casualties are removed prior to the defenders rolling for their assaults.  Whereas other aspects would still get some retaliatory hit back on them, albeit usually a small one (depending on how well the clipping assault was pulled off).  


While I'm not an expert in eldar or the history of what nerf was made for what reason, I specifically said minimal retaliation because in chroma's extension of the example, one or two stands of marines (assuming tactical marines) is going to likely result in a single hit, if that depending on the conditions of the assault. With at best one kill going against the rest of the modifiers it doesn't seem to greatly influence the outcome of the assault nor the utility of the aspect host after its resolution. Are they better? yes, but not to the extent I see them as minimizing the use of the other aspects.

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Mon Dec 14, 2009 8:07 pm 
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So no interest in giving them a shooting attack and Jet Packs instead of Scouts and Jump Packs?

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Mon Dec 14, 2009 10:55 pm 
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Quote: (Ginger @ Dec. 14 2009, 02:22 )

Ok, so putting "Assassin" on their Death Spinner (in FF) while reducing it to FF5+ would also fit the 'Fluff'. Mathmatecally this would leave them just as lethal against infantry and LV targets, but slightly worse against AV, WE and Titans which would in turn tend to make them more effective on the edge of the battlefield rather than in the centre.

So in summary, this discussion suggests the following revised stats for the HBs and WS:-
    Warp Spider
    Move=25cm, Armour=5+, CC5+, FF5+
    Death Spinner (15cm) Small Arms - First Strike, "Assassin"

    Notes:- Jump Pack, Scout, "Variable armour"
      "Assassin" confers -1 to enemy infantry armour.
      "Variable armour" adds +1 to the armour value when in assault.

Just hold your horses there  :) !

I don't think that anything in their background suggests that their FF or armour save needed a reduction, so why change those?  I thought the idea was just to change how the First Strike rule worked with this unit?  If this is too complicated to achieve, then it's probably better not to fiddle at all, and just concentrate on improving the Howling Banshees.

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Mon Dec 14, 2009 11:12 pm 
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Quote: (Chroma @ Dec. 14 2009, 17:19 )

Quote: (Vaaish @ Dec. 14 2009, 16:53 )

a full unit of 8 plus two exarchs will only net you 5 hits or 2.5 kills vs marines.

You seem to be failing to appreciate the fantastic "clipping" ability the Warp Spiders grant you.

In your example only one or two Marine units would be in range to be assaulted, they'd die from the Warp Spider's first strike attack, and now, the Marines can do nothing and the Warp Spiders have between +4 and +8 to their combat resolution (+2 for kills, +2 for two inspiring, +1/+2 for out-numbering, and, if prepped, +2 for Blast marker issues).

That will seriously dent any formation.

Not all of us like to play using Clipping Assaults though Chroma, but I do see you point.

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 12:44 am 
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Quote: (Moscovian @ Dec. 14 2009, 14:14 )

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My suggestion (from the HB thread) would be to give the WS a move of 25cm, and the HB a move of 20cm with Infiltrator. This means the combined formation would be able to assault 40cm into contact with an enemy formation (the HBs in B-B and the WS 15cm behind) which makes the combined formation viable but more restricted than other Aspects - but that is compensated for by First Strike and slightly better mobility (20cms rather than 15cms).


Changing the movement of these units would be uncharacteristic with the rest of Epic infantry.  That alone should give us reason to avoid this at all costs.  

[Snip]

Personally I think you could eliminate the the first strike entirely, give back their transport ability, and the unit would still be an amazing infiltrator force.  It would then allow the Banshees to stand alone as the only first strike aspects and, at a 2+, they rock.

Well the Warp Spiders are already 'uncharacteristic' because "Infiltrator" means the Warp Spiders can move 30 cms (assaulting range 45cm). My proposal actually represents a  reduction of 5cm. While I agree that increasing the HB move to 20cm is 'uncharacteristic', it is not totally inappropriate, and is also present in the Tyranid list (and I don't recollect any complaints there).

However I am really unsure about removing First Strike. This effectively turns them into  slow Swooping Hawks with no other abilities. To my mind, First Strike is what distinguishes them. Unfortunately as others point out, this also makes them excellent at clipping.

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 1:23 am 
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Quote: (Irisado @ Dec. 14 2009, 21:55 )

Quote: (Ginger @ Dec. 14 2009, 02:22 )

Ok, so putting "Anti-Infantry" on their Death Spinner (in FF) while reducing it to FF5+ would also fit the 'Fluff'. Mathmatecally this would leave them just as lethal against infantry and LV targets, but slightly worse against AV, WE and Titans which would in turn tend to make them more effective on the edge of the battlefield rather than in the centre.

So in summary, this discussion suggests the following revised stats for the HBs and WS:-
    Warp Spider
    Move=25cm, Armour=5+, CC5+, FF5+
    Death Spinner (15cm) Small Arms - First Strike, "Anti-Infantry"

    Notes:- Jump Pack, Scout, "Variable armour"
      "Anti-Infantry" confers -1 to enemy infantry armour.
      "Variable armour" adds +1 to the armour value when in assault.

Just hold your horses there  :) !

I don't think that anything in their background suggests that their FF or armour save needed a reduction, so why change those?  I thought the idea was just to change how the First Strike rule worked with this unit?  If this is too complicated to achieve, then it's probably better not to fiddle at all, and just concentrate on improving the Howling Banshees.

And I agree that we are trying to find a way to reduce the effect of the First Strike. This is achieved here through "Anti-Infantry" on the Death Spinner, making the Warp Spiders slightly worse against AV WE and Titans.

The reduction in armour values may not be necessary, but I saw that as a way of enhancing the weakness introduced through preventing them from using Wave Serpents and Falcons.




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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 2:34 am 
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Quote: (Rug @ Dec. 14 2009, 15:35 )

This isn't really a discussion though, it's just proposals. I've not seen any evidence this is a problem, I've even pointed to the EUK army list library as evidence that they are not over used.

It strikes me that the curse of the Banshees is now dragging down another aspect with them! This seems to be driven entirely by another problem in the list.

Warp Spiders have already been nerfed? Were the changes not tested? Why are they now not enough? Where and when will this tinkering stop? As an Eldar player of many years and tournaments I find it very annoying!

Reducing the transport options seems by and large acceptable to the majority, but this has also restricted the other Aspects that can usefully be combined with the Warp Spiders.

Personally I agree with a number of your observations regarding the make-up of the Eldar in competition, and you neatly summarise why I have not used them recently. However others see them as slightly overpowered, and I would like to find ways of making the Warp Spiders more useable as well, hence the discussion.

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 3:21 am 
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Spiders are great clippers as they have +2 for inspiring and should kill the 1-2 stands they hit for no loss, unless the target is bunched up, in which case void spinner it!

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 3:59 am 
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Quote: (The_Real_Chris @ Dec. 15 2009, 02:21 )

Spiders are great clippers as they have +2 for inspiring and should kill the 1-2 stands they hit for no loss, unless the target is bunched up, in which case void spinner it!

Biel Tan is the only unit that can use Void spinners and alot of the other Craftworlds can only take one Exarch.

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 8:49 am 
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Quote: (Vaaish @ Dec. 14 2009, 16:53 )

I don't even know why they have infiltrators on the since I don't seeing the double charge move or ignoring ZOC as any real benefit to something you don't want in CC.

Double charge move is golden, thats a range 45cm FF attack!

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 1:05 pm 
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Perhaps it would be useful, in the light of there being some disagreement about whether change is needed here, to play test proposed alterations to the Howling Banshees first, and if these are deemed a success not bother to change the Warp Spiders at all?

Trying to alter the two units simultaneously seems to me, as a relative newcomer to this system of the rules, to be proving a bit divisive, so why not sort out the problem (i.e. Howling Banshees) first, and only deal with other possible issues (i.e. Warp Spiders) should the Howling Banshees still be deemed to be under-performing in terms of a relative comparison?

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 3:03 pm 
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Quote: (Irisado @ Dec. 15 2009, 12:05 )

Trying to alter the two units simultaneously seems to me

There is no current efforts to change both units, this thread was created to remove the dilution of the Howling Banshee discussion with referals to Warp Spiders.

They do conflict, and there may be a need to address Warpies if the Banshees can't be sorted on their own, but, currently, there is no plan for more NetEA changes to Warp Spiders.

That said, discussion, analysis, and debate of Warp Spiders is strongly encouraged.

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 4:18 pm 
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Ok third attempt. Just a question: Can you see this posting?

A simple "No" or "This is faaaar to much change" to my proposal will be enough if no one wants to discuss it.
But no answer at all and i have to believe that my postings are simply overlooked or sometimes don't show up.  :rock:

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