- Silverglade wrote:
- I'll start with the blasterborn (in a raider i think, rather than venom), plus ravagers.
I'd recommend a Venom because the splinter fire from your Trueborn are wasted if you're shooting at a vehicle. If you take a small squad with 4 blasters then you've got max AT and the Venom is a pretty cheap transport with a free 5++ which might delay the explosion which wipes out half your blasters. Either way works though.
- Silverglade wrote:
- Then flesh out the army around that core. So my strategy would be option 3, but my army would be built to be able to go for option 2.
That's the general plan against air. Try to kill the army and if you run out of targets then you start taking out the flyers.
- Silverglade wrote:
- As a side point, why do you like warp spiders? I've seen a number of people say they do, but i don't fully see it myself.
The amount of shots per point is roughly the same depending on how you equip the War Walkers, but the Warp Spiders have a lot of advantages.
1) Warp Spiders are a strong Guide/Prescience target if you've got a large squad. You already have a Farseer and I don't know of a better target to Guide. War Walkers with dual scatter lasers are also strong, but this wastes the target lock. If you only use one scatter laser then half your shots aren't TL unless you Guide them (which is a bit of a waste).
2) Warp Spiders are crazy mobile with jetpacks and Battle Focus allowing them to hide behind BLOS terrain while shooting. If you need to add more distance you have the option to roll an additional 2d6" in the movement and assault phases going between 17-42" in one turn while shooting.
3) On top of the 2 S6 shots, they have a 1/6 chance of being AP1 and are S7 against vehicles and some monstrous creatures (such as Riptides). The high volume of shots, especially with Guide, makes them a big threat to air units which War Walkers can't compete with at cost.
4) They have the ability to assault and clean up squads which can be a valuable option at any point of the game with Hit & Run.
Stormravens are tough, that's why they're usually ignored. Here's the chance for a Warp Spider squad to take a hull point:
10 models * 2 shots * 1/6 chance to hit * 1/3 chance to get an HP = 1.11 HP/turn
with Guide:
10 models * 2 shot * (1/6 + 5/6*1/6) chance to hit with reroll * 1/3 chance to get an HP = 2.03 HP/turn
I'm not sure what loadout you're interested in on the War Walkers, but I found that Warp Spiders are better in most situations. It's up to you, but my recommendation is to try the Warp Spiders and I'm sure you'll love them.