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[Units] Warp Spiders discussion

 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 4:31 pm 
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Quote: (BlackLegion @ Dec. 15 2009, 15:18 )

Ok third attempt. Just a question: Can you see this posting?

Yep, we can see it. *laugh*

And I don't think an actual "shooting attack" is warranted for Warpies.

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 4:37 pm 
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Quote: (BlackLegion @ Dec. 14 2009, 14:07 )

So no interest in giving them a shooting attack and Jet Packs instead of Scouts and Jump Packs?

I see your post.  I just don't know if they have a shooting attack.

And I know how you feel.  My suggestion of removing first strike went over like a fart in church. :p

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 4:39 pm 
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Quote: (Moscovian @ Dec. 15 2009, 15:37 )

And I know how you feel.  My suggestion of removing first strike went over like a fart in church. :p

I still believe Warp Spiders are a first strike unit, but that it should be moved to their Spinners, not an over-arcing unit ability.

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 4:46 pm 
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Lol ok. Sorry for coming up a bit snappy but subjectively this happens often to me :D

@Warp Spiders: Well Death Spinners are 12" Strength 6 Assault 2 weapons (no effect against infantry's armour but would wound almost all on 2+).
Yes 12" is very short but with the special movement of the Warp Spiders a ranged attack might be justified.

But perhabs not: As i see now while i type this i miscalculated the stats. Some weapons aren't yet revised with the updated System. So no ranged attack for Death Spinners as the range is to short despite the numbers of shots and the relatvely high strength.

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 5:06 pm 
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Quote: (Chroma @ Dec. 15 2009, 10:39 )

Quote: (Moscovian @ Dec. 15 2009, 15:37 )

And I know how you feel.  My suggestion of removing first strike went over like a fart in church. :p

I still believe Warp Spiders are a first strike unit, but that it should be moved to their Spinners, not an over-arcing unit ability.

Not to be argumentative, but why are the Warp Spiders first strike?

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 5:07 pm 
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Quote: (BlackLegion @ Dec. 15 2009, 15:46 )

@Warp Spiders: Well Death Spinners are 12" Strength 6 Assault 2 weapons (no effect against infantry's armour but would wound almost all on 2+).
Yes 12" is very short but with the special movement of the Warp Spiders a ranged attack might be justified.

This is, essentially, represented by their good fire fight value and first strike, since it's such short range.

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 5:23 pm 
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Quote: (Moscovian @ Dec. 15 2009, 17:06 )

Quote: (Chroma @ Dec. 15 2009, 10:39 )

Quote: (Moscovian @ Dec. 15 2009, 15:37 )

And I know how you feel.  My suggestion of removing first strike went over like a fart in church. :p

I still believe Warp Spiders are a first strike unit, but that it should be moved to their Spinners, not an over-arcing unit ability.

Not to be argumentative, but why are the Warp Spiders first strike?

Because in Wh40k they can move 12" (double the move of Infantry) while ignoring terrain then shoot 12" and jump back into cover 2W6".
This is even better than Tau Jet Packs.

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 5:29 pm 
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Yep, it represents their ability to warp in, knobble the enemy before they know what's hit them, then warp out again.

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 5:32 pm 
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Quote: (Moscovian @ Dec. 15 2009, 16:06 )

Not to be argumentative, but why are the Warp Spiders first strike?

Because they are coming out of the walls man!

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 6:10 pm 
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...can even warp in and out of combat...

Not in the current Codex.

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 6:18 pm 
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Well if we go off the existing fluff I'd have to agree it is a good match.  BL mentioning that they changed that is something that I think is worthy of attention, however.

I want to throw out another thought here.  Epic is all about taking specific items from the fluff and/or 40K realm and applying them in general terms to seven different categories: type, speed, armor, CC, FF, armament, and special rules.  The ability to do this

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Because in Wh40k they can move 12" (double the move of Infantry) while ignoring terrain then shoot 12" and jump back into cover 2W6". This is even better than Tau Jet Packs.  


Is easily represented by infiltrator and a good armor rating, both of which the unit already has.  Combined with the Eldar hit-n-run I argue that they are already represented well sans the FS.  

I think I'll try them without FS next time I play, just to give them a whirl.  I doubt I'll get any complaints from my opponents.




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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 6:28 pm 
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Yup. 15cm base movement is justified because Warp Spiders use their jump generators only if they nee dit and not for casual movement because its use is dangerous (roll a double in the 2W6 and one WarpSpider is lost in the Warp).
So the 30cm infiltration move represents their actual combat jumps. Paired with the Eldars Hit-and-Run rule it is a perfect match in how Warp Spiders operate.
First Strike is just icing on the cake and might be ott.

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 Post subject: [Units] Warp Spiders discussion
PostPosted: Tue Dec 15, 2009 10:24 pm 
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Quote: (Moscovian @ Dec. 15 2009, 17:18 )

Well if we go off the existing fluff I'd have to agree it is a good match.  BL mentioning that they changed that is something that I think is worthy of attention, however.

I want to throw out another thought here.  Epic is all about taking specific items from the fluff and/or 40K realm and applying them in general terms to seven different categories: type, speed, armor, CC, FF, armament, and special rules.  The ability to do this

Quote: 

Because in Wh40k they can move 12" (double the move of Infantry) while ignoring terrain then shoot 12" and jump back into cover 2W6". This is even better than Tau Jet Packs.  


Is easily represented by infiltrator and a good armor rating, both of which the unit already has.  Combined with the Eldar hit-n-run I argue that they are already represented well sans the FS.  

I think I'll try them without FS next time I play, just to give them a whirl.  I doubt I'll get any complaints from my opponents.

I agree that the FS might be redundant from a "simulation" point of view. Do try them without it and see what happens. With their stat line and other abilites, they will hardly turn into poo just because they lose FS.

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