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Ilmoita käännösongelmasta
Khaindar on the other End have Range 48, and have 2 Shoots That Melt even SM Infantery, can change this 2 shoots to only 1 that cracks Heavy Tanks, and have the same Armor like a SM.
so now advocate again why we need the Spiders instead of Khaindar? specialy when we look how many range 1 units already run around for Eldar in Gladius (what is a bad joke in itself, in TT They beat the "Long Range Race" Tau in the Field of Range.... )
I have not played the tabletop, but according to the wiki (of the tabletop), Warp Spiders are meant to be far more well armoured than the other aspect warriors. From the wiki:
"Warp Spider Aspect Armour is much bulkier compared to that worn by other Aspect Warriors, making the Warp Spiders more heavily armoured than their fellows but also among the slowest of the usually highly mobile Aeldari Aspects. While this would be more constricting for the movements of other Aeldari warriors, the Warp Spiders' unique teleportation abilities negate this disadvantage."
Because the Warp Spiders would be available earlier in the game....... Duh.....
By the time the Khaindar would be available, the Eldar don't need a tanky infantry anymore....
Like i already stated they are a BACKBONE Unit in TT for each Eldar who is halfway sain.
Then do like everyone in the same situation and use wahapedia to see the stats. Fluff is never an accurate measure of the stats of the units.
Warp Spiders have the same stats as Fire Dragons (T3, 1W, 3+ save) = 2 HP 8 armor in Gladius.
Yeah, and Warp Spiders would be the equivalent of the Assault Space Marines. The Eldar do not have a jumping unit equivalent, they do have a sniper for range 3 anti-infantry/antimonster and an anti-vehicle infantry (albeit risky to use). The Dark Reapers would essentially be anti-armor infantry-artillery, a role that the Eldar could use for sure but they can still make do vs vehicles with other units. The have Hornets and Fireprisms if they want to kill vehicles from range, and they are available fairly early, and tankier.
What point does it serve to have a heavy (thus accuracy penalty if moved) artillery-infantry if you lack a frontline for it to stand behind? Devastator Marines are not for the frontlines and Dark Reapers wouldn't be too.... Also, the Dark Reapers wouldn't be a T3 unit, like the Devastator Marines. Different factions, different tiers... You can't place the Dark Reapers at T3 when the Fire Dragons are T4....
From what i gather, the Warp Spiders should be slower to move and tankier than the Dark Reapers or the Fire Dragons, and they should have more models per unit. And more armor. And use teleport (jump) ability to close the distance. I believe they would provide a more important role than just yet another squishy infantry that is meant to stand behind frontlines that do not exist because nothing before Wraithblades can frontline....
Warp Spiders could use more models though in Gladius. Fire Dragons have fewer, among other reasons because they have a very powerful weapon per model. Warp Spiders could be like other jump units, more numerous. Even in Space Marines, Assault Marines have 5 models, while Devastators have 3... Also, Warp Spiders could also include additional damage reduction as a trait, based on their teleport device for fluff....
-AM-
faction lacks transport with assault ability (analogous to Orks T5)
for example
https://wh40k.lexicanum.com
/wiki/Crassus_Armoured_Transport
or T1 fast scout (analogous to Orks T1)
https://wh40k.lexicanum.com/wiki/Tauros
or infantry artillery (analogous to Orcs T3 and Eldar ~ T2)
https://wh40k.lexicanum.com/wiki/Field_Ordnance_Battery
or infantry (graphically any model) with the ability to support https://steamcommunity.com/sharedfiles/filedetails/?id=2417954545&searchtext =
-Orks-
the faction lacks long-range equipment (radius >2)
(?)
transport T1-T2
https://wh40k.lexicanum.com/wiki/Wartrukk
tanks (analogous to AM T6 and SM T4)
https://wh40k.lexicanum.com/wiki/Kill_Krusha
infantry, with the ability to jump (analogous to SM T2 and AS T1)
https://wh40k.lexicanum.com/wiki/Stormboyz
or infantry with the ability to penetrate into the rear (analogous to CA T2)
https://wh40k.lexicanum.com/wiki/Kommandos
-SM-
assault infantry (analogous to AM T4 and Orcs T4)
(?)
apart from fortifications, the faction still does not have T10
(?)
artileria techniques (analogous to T'au T6 )
https://wh40k.lexicanum.com/wiki/Whirlwind
-XSM-
flying/hovering transport
(?)
-T’au-
infantry with the ability to penetrate into the rear (analogous to N T1)
https://wh40k.lexicanum.com/wiki/Carnivore_Kindred
flying transport
https://wh40k.lexicanum.com/wiki/Orca_Dropship
techniques armed only with drones
https://wh40k.lexicanum.com/wiki/Drone_Harbinger
-N-
fraction lacks long-range equipment (radius >2)
(?)
and long-range infantry (analogous to SM, CA and AS T1 )
https://wh40k.lexicanum.com/wiki/Deathmark
high-level infantry (T? analog T7 SM)
https://wh40k.lexicanum.com/wiki/Lychguard
nids can use some guns
meanwhile all their units should get the ability to move over water
a thing the transport nid would still not solve
for decades a marine had +1 on a guardsman except for the armor in wich case he had a +2 comparatively
thats not a marine, thats a limitation of a table being unable to hold 10k guard models
Tyranids over water seems significant. Though giving this to all their units would be OP on certain maps i think. Perhaps giving that ability just to Trygon (so he could spawn a tunnel on the other side) would suffice.