![]() Their Gear is interesting and mostly useful, their main gun The death spinner is a short ranged assault weapon that flings omnicidal candy floss at things. However, I do feel they work very well as a ‘bridge’ unit in a hybrid mech army. Main issues are the usual Eldar fragility coupled with high cost,although they are actually tougher than usual Eldar units due to their 3+ save, I say fragility as they are still weaker than cheaper marine units and with their cost as a factor represent quite a few points in a ‘fragile’ package, there are some things you can do with them to cut down on the fire they take but you cannot always guarantee that they will work. They will also give your opponent something for his anti infantry guns to fire at while he is trying to open your serpents. I do not feel warp spiders work well in a pure mech force mainly due to their cost coupled with the fact that as jump-infantry cannot take a transport, so prevent you from being able to maximize hull count. However as usual with these posts I am talking about viability of these units with a full Mechdar setup. lots of shots at high strength means lots of saves for lots of things, and they are also genuine threat to light armour especially the open topped flavour. A real danger to most infantry and even monstrous creatures due to the str of their deathspinners. Their great mobility and good hitting power allow them to be an excellent provider of reactive and first strike firepower for an Eldar army.
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