Saturday 22 June 2013

Eldar Codex Review: Warp Spiders

The second Aspect Warrior I am reviewing are Warp Spiders.

Ill start with this.  Warp Spiders are insanely fast.  Absolutely incredibly fast.  I don't think there is a unit of infantry in the game with this speed.

Lets look at the nuts and bolts of this claim.

They can deep strike
Move 6 because they are jump jet infantry in the movement phase
Run/shoot or shoot/run a further d6 inches rerolled.
The either move 2d6 as jump jet infantry or 6+2d6 with a warp jump in the assault phase.

In theory they can move a whopping 30 inches in a turn.  The best any other infantry unit can move is 18.

Armour wise, they come with heavy aspect armour, which is the best available for Aspect warriors.

They keep their guns from 4th edition but have a slight tweak.  Mono-filament rule makes them kind of rending, and against low initiative, or indeed no initiative opponents their guns gain a point in strength.

So basically they got better.

Now the exarch can get a twin spinner or a spinneret rifle.  I think the rifle is the best bet here.  Its got a better range than before, indeed its quite decent range for such a low AP gun on a Unit champion.  He is probably a better buy than the hawk exarch, because he adds quite a lot of value to the unit.  Power blades are nice, but not really needed, but they may possibly get you out of a pickle.

These along with Swooping Hawks and Shining spears are vying for the most improved Aspect Warriors in this edition.  All three of these fast attack choices are good.



4 comments:

  1. I have been strongly considering a small unit of these as allies for my DE. The twin-linked spinner is a waste of points, he only misses on 1's ever. The spinneret rifle has me a bit torn (need the points!) but does in the end get my vote, as it allows the Exarch to impact the battlefield a little bit earlier in the game, and use Focus Fire to ensure wounds and cause pinning tests.

    What, if any, Exarch powers would you give him? Both Fast Shot and Marksman's Eye work very nicely especially with the spinneret rifle, but taking both puts too many points in 1 model. I am leaning towards Fast Shot to get 2 shots at 18"/3 shots at 9". Since these wounds go into a different wound pool, you can allocate them first/last to try get as many kills as possible, and cause a pinning check.

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  2. I would just buy him the spinneret rifle and fast shot. I don't like buying too many powers or other upgrades and I really don't have much luck with sniping peoples characters on 6s to hit.

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  3. "6+2d6 with a warp jump in the assault phase."

    The Warp Jump is actually in the movement phase. Re-read the rule on page 67 of the Eldar Codex.

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