Parintachin wrote:
I really like the Void Spinners for laying out some long range blasts; almost never take an army without two of them. But the night spinners fill the same role.
I almost never take flyers after seeing a thousand points of fliers get very nearly autoslaughtered by 150 points of AA; but your mileage may vary
if you can take void spinners, I'd take them over night spinners any day. More points, but longer range, better armour and stays effective for longer (you just have to look at night spinners for them to break). My night spinners are more effective at influencing my opponent's movement and sucking up his attention than at actually killing anything.
For flyers, I like taking a Vampire with 4 warpspiders (I play Ulthwe) plus a flight of nightwings. If the nightwings get a chance, they'll slaughter any opposing fighters and can often take down thunderhawks with their lance fire, plus they're effective LV hunters. The vampire is a pretty decent tank hunter and can be very useful for objective grabbing or deep striking with the warpspiders. I've even used one as a 1st activation alpha striker, where 4 warpspiders (v. luckily) broke 4 fms of squats that my opponent had foolishly intermingled. He wasn't very happy. The vampire is fragile though, so I rarely throw it in hot and prefer to strafe from a distance to begin with.