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Ulthwe vs Guard 2700

 Post subject: Ulthwe vs Guard 2700
PostPosted: Thu Apr 06, 2006 5:37 pm 
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Quote (Ginger @ 03 April 2006 (17:31))
Also, could you explain your reasoning for 2x Fire Prisms and 2x Night Spinners, which are notoriously brittle and prime targets for IG artillery.

Ginger,

I think you have some good ideas.

On the Fire Prism front, they are a choice formation. I can see why one would field two of these. Thus far though, i'm with you on the Night Spinners.

I'm not sure that my 'base' army for 'all takers' would include any night spinners. On paper, they just don't seem to be worth their weight when I compare to my other options in the list.

Assumign I knew what I was playing against, I would definitely not have included them if I were the Eldar player in this game.

Cheers,

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 Post subject: Ulthwe vs Guard 2700
PostPosted: Fri Apr 07, 2006 10:07 am 
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Hehe, that's something nice in this game, because people can have different feelings about units.

I would take fire prism mainly for their AA capabilities. Otherwise I think that scorpions perform much better for the same price.

On night spinners, I like them as they are cheap, and having at list one barrage in the army can be a real advantage.


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 Post subject: Ulthwe vs Guard 2700
PostPosted: Fri Apr 07, 2006 4:00 pm 
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So far, I've really enjoyed void spinners for the barrage factor.

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 Post subject: Ulthwe vs Guard 2700
PostPosted: Fri Apr 07, 2006 4:24 pm 
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2 formations on Night Spinners is useful for these reasons:

a) you get 2 relatively cheap formations/activations
b) suppressing one formation of arty before it can fire is (relatively) easy, but suppressing 2 is more than twice as difficult
c) provides more coverage on the table (or more reliable coverage of a section of the table)

Obviously, the night spinners don't do a heckuva lota damage, but they are good at harrassing and laying BMs. Also, with the exp. barrage table changes, their 3BP is actually halfway decent.


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 Post subject: Ulthwe vs Guard 2700
PostPosted: Sat Apr 08, 2006 9:15 am 
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I think I've settled on always taking at least one (or a Void Spinner, or some Phoenix Bombers, if I can ever be convinced that those are worth it over two Vampires).  Having a barrage weapon on the table does amazing things to your opponent.  I know that our Tau player hates that everyone can simply pile in base-to-base against him, and I'd rather that people not do that against me.

It's hard to really figure out what the Spinners are worth.  I know that I'd pay more for them, but I also think that there are other, more effective choices for the points.  However, they strike me as almost necessary in order to force the enemy to spread out a bit.  It's a bit like the 40k Wave Serpent - obviously overpriced, but absolutely necessary if you want to use Banshees, Wraithguard, Storm Guardians, Dire Avengers, or Fire Dragons (though Falcons work for these last).

As I've commented elsewhere, I think the lack of Void Spinners more than makes up for Ulthwe's SR5 - I remember absolutely devastating the Guard with a 1st turn Void Spinner barrage as Biel-tan, and they do awful things to Hammerhead cadres too.  If I were going for an optimal army, and if I didn't hate Aspects so much, I'd be playing my current list, with Void Spinners instead of Night Spinners and whatever Aspects I could afford instead of one of the Guardians (so I can get the Autarch).






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