Hunters of The Warp
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Night Spinner Rules Released!

4 posters

Go down

Night Spinner Rules Released! Empty Night Spinner Rules Released!

Post  gluvzer Thu May 27, 2010 10:18 am

Night Spinner…….. 115pts



Front
Armour 12
Side
Armour 12
Rear
Armour 10
BS 3


Fast, Skimmer, Tank

Linked Shuriken Catapult and Night Spinner
Range: 72″ S:6 AP:- Large Blast, Rending, Twin-Linked

Standard Eldar vehicle upgrades apply.

Any units hit moves as in difficult and dangerous terrain during their next turn.



hmmm take this as a heavy support slot? can only REALLY hurt infantry (but AP (-) big deal about rending)...

Or take a fire prism that can hurt infantry or tanks. What would you fill your 3 HS slots with? I don't play Eldar, but am of the opinion that the Prism and Falcon are better choices than this...
gluvzer
gluvzer
Lord of Titan/Hero of ToonCon/Ayatollah of Rock n' Rolla
Lord of Titan/Hero of ToonCon/Ayatollah of Rock n' Rolla

Posts : 1428
Join date : 2008-03-11
Location : S'toon

Back to top Go down

Night Spinner Rules Released! Empty Re: Night Spinner Rules Released!

Post  smackman Thu May 27, 2010 12:30 pm

Are you kidding me, not taking one of these is game losing! Just ask mike with his gay ass monstrous hurricane! Seriously anything hit moves as if difficult and dangerous? That'll ruin any infantry hero's day, well it'll ruin anyone playing a large infantry blob, like Orks, IG, Tyranids or Tyson's Tau blob, it'll also make demons cry with their terrible save netting them a world of hurt. However it would leave MEQ's mostly unaffected so I can see your point.
smackman
smackman
Inquisitor Lord

Posts : 754
Join date : 2008-11-03

Back to top Go down

Night Spinner Rules Released! Empty Re: Night Spinner Rules Released!

Post  gluvzer Thu May 27, 2010 12:49 pm

The fact that it is Heavy Support kills any idea of ever using it at a tournament setting or competitive type of game(especially with mech everything nowadays). Why use it when you can get a more flexible Fire Prism or Falcon? Both of those units have the same basic anti-infantry power, but can take out tanks and the Falcon can score. And thinking its good against vehicles because it auto hits side armour will help you fail. Remember AP (-) is minus 1 to vehicle damage result roles. The thing I'll agree with and like is that it will make a vehicle role for dangerous terrain (will it? could offer 2 chances of stopping a vehicle then) but thats slim.

If it were Fast Attack, it would be a completely different story.
gluvzer
gluvzer
Lord of Titan/Hero of ToonCon/Ayatollah of Rock n' Rolla
Lord of Titan/Hero of ToonCon/Ayatollah of Rock n' Rolla

Posts : 1428
Join date : 2008-03-11
Location : S'toon

Back to top Go down

Night Spinner Rules Released! Empty Re: Night Spinner Rules Released!

Post  Terran Thu May 27, 2010 2:17 pm

Well, it isn't as bad as I feared. It also isn't as good as I hoped. Over-all, it is a bit cheaper than a Falcon, and costs the same as a naked Prism. I like the Difficult & Dangerous terrain rule, and rending is a nice bonus (making at least some wounds ignore armor saves). While I would never fire it at a vehicle, rending also makes it a viable option should there be absolutely no other targets available (as Rending makes the shot AP1 and gives a bonus D3, which ameliorates the AP- penalty).

I don't like that it is in the Heavy Slot (as I previous feared it would be). Unless one doesn't run Prisms, or runs a '2 Prism and something' set-up (wherein it could be the something), it is going to find it is competing against better choices a lot.

I think it is kinda like an Aspect Warrior tank, whereas most Eldar tanks are kinda Jack-of-all-Trades. It is designed to make Tom's walking Ork blobs absolutely miserable. However, it won't put too much fear into the hearts of SM players anywhere. Over-all, it will excel against certain things, and suffer against others.

My final verdict: Meh. cheers
Terran
Terran
Assassin

Posts : 305
Join date : 2009-09-14
Location : Saskatoon

Back to top Go down

Night Spinner Rules Released! Empty Re: Night Spinner Rules Released!

Post  Guest Thu May 27, 2010 2:31 pm

Looks like my plans to run 2 prisms and a falcon in my heavy slots has not changed in the slightest. I will still magnetize the tanks when i get them anyway. But rarely will I field them as spinners I think.

Guest
Guest


Back to top Go down

Night Spinner Rules Released! Empty Re: Night Spinner Rules Released!

Post  Paz Fri May 28, 2010 9:54 am

personally, I think 2 prisms and a nightspinner would be a great option against most horde.
Paz
Paz
Lord of Titan

Posts : 2741
Join date : 2008-03-12

Back to top Go down

Night Spinner Rules Released! Empty Re: Night Spinner Rules Released!

Post  Guest Fri May 28, 2010 4:11 pm

I would love lobbing those shots into infantry, but Im just not sure if I would sacrafce feilding a unit of Dark Reapers, a Falcon, or a Fire Prism....

I will say that it is better than a prism when blasting infantry, but thres only a 1/6 chance to rend a vehicle, and even if that will likely result as a pen on most vehicles, and glance on Raiders, the prism will pen a vehicle much more easily... Maybe if it hit vehicles seeral times...

Would be fun to toss into apocalypse where it wont cost a slot Very Happy

Guest
Guest


Back to top Go down

Night Spinner Rules Released! Empty Re: Night Spinner Rules Released!

Post  Sponsored content


Sponsored content


Back to top Go down

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum