Join us for the live show on Twitch, 11am PST by following this link! In this episode, we discuss ways to take down those pesky Eldar Warp Spiders!
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Defeating Warp Spiders
The Warp Spider is the current bugaboo in 40k, and has disrupted the tournament meta quite a bit. These little buggers are quite the pain to deal with, but what makes them so good? How do you handle them when you face them on the tabletop? Listen to the show to find out!
- What are Warp Spiders?
- Stats, wargear and special abilities.
- 19ppm, 10points for Exarch
- 3+, Jet Pack Infantry, Death Spinner, Warp Jump Generator
- Ancient Doom, Battle Focus, Fleet, Hit and Run, Flickerjump, Iron Resolve
- Stats, wargear and special abilities.
- What makes them so good?
- Powerful offense, morale control, mobility and powerful defense.
- Move 6″ or 6+2d6″ in the movement phase, D6″ or 6″ in the shooting phase, 2d6″ in the assault phase, and can opt to move 2d6″ in your turn after being declared as a target of a shooting attack.
- In the ITC/Adepticon format, Warp Spiders may only Flickerjump once per turn. In ETC format, they may jump infinitely.
- What are common tactics used with Warp Spiders?
- Typically seen in the Aspect Host, wherein they get either +1 BS or WS and must take the Exarch, although you ALWAYS take the Exarch, anyway.
- The other common tactic is to run a Warhost with the Pale Court core formation, within which is the Aspect Lord-shrine Craftworld trait to take Warp Spiders as the core requirement. These Warp Spiders do not gain the +1 WS or BS as in the Aspect Host and so it is important to notate them.
- Frequently Warp Spider players will run them with an Autarch and Deep Strike MSU units of them, often as many as 9 units of 5.
- Their weapons are very powerful, with 6’s to wound counting as AP2 (not vs. vehicles), and wounding vs. Initiative instead of Toughness.
- What should you do if faced with Warp Spiders?
- Don’t play their game.
- Melee is the best way to destroy them.
- What units/weapons are effective vs Warp Spiders?
- Barrage weapons are good.
- AP3 weapons that they cannot avoid easily with a Flicker Jump work very well.
- Weight of fire.
- AV13+ stops them cold.
List for Review:
Tau list 1850pts
Ghostkeel Wing formation-753pts
1x Ghostkeel unit:
- Ghostkeel with early warning override and twin-linked burst cannon
- Ghostkeel with target lock and twin-linked burst cannon
- Ghostkeel with target lock and twin-linked burst cannon
1x Ghostkeel unit:
- Ghostkeel with early warning override, velocity tracker, and twin-linked fusion blaster
1x Ghostkeel unit:
- Ghostkeel with early warning override, velocity tracker, and twin-linked fusion blaster
Drone Net XV1-0-224pts
- 5x Marker Drone
- 5x Marker Drone
- 4x Marker Drone
- 4x Marker Drone
Piranha Firestream Formation-845pts
- Spotter Piranha-65pts with disruption pod and fusion blaster
- unit of 4x Piranha all with fusion blasters and disruption pods-260pts
- unit of 4x Piranha all with fusion blasters and disruption pods-260pts
- unit of 4x Piranha all with fusion blasters and disruption pods-260pts
Total-1850pts