Yeesh, you're right...
This thing is NASTY. It'll always be the first thing I go after if I face up against it....
The mouth of the Emperor shall meditate wisdom; from His tongue shall speak judgment
You forgot the 12" minimum range. The range is actually 12-72" which doesn't seem like a big deal, but I thought I should point it out. It's still a Heavy Support choice IIRC
Yes I read the rules and I think the thing is AWESOME! The rule for the difficult and dangerous terrain is called "Monofilament Wire" and when you hit units under the template you put a marker down next to that unit and on the following turn they count as moving through difficult, dangerous terrain. This implies that it can both affect multiple units, including vehicles.
Much better than a Fire Prism, if you ask me! Sure, it might lack the AT punch since it's AP -, but the amount of damage it can do to ANY infantry can be devastating, especially in combination with other elements in the Eldar codex. This does provide the Eldar with some much needed anti-horde support. I think what makes the Night Spinner so valuable isn't the initial damage, but the moving through difficult, dangerous terrain can be devastating.
Yes, but that's not entirely an issue, as the tank can move 6" and fire anyway. Actually twelve inches I think, because it's a Skimmer.
The mouth of the Emperor shall meditate wisdom; from His tongue shall speak judgment
Yeah,I think a single spinner going to be a staple in my armies. What I like more than anything is the movement effects on enemy units. Basically anything that degrades,or even makes the opposing player have to think about not moving, further improves the Eldar army's mobility. Being able to move 12" and fire that thing trying to clip multiple units should be enough to degrade the critical parts of the bad guy army you don't want to move.
Last edited by Bigred; 05-26-2010 at 06:42 PM. Reason: splelling
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I think another thing that makes the tank interesting that I just realized is that even if you scatter off of a vehicle, there might still be a chance of some damage because of it's rending capabilities, potentially glancing AV 12 even with just a partial (slim chance, but still worth noting). This means that firing into clumps of transports can serve a dual purpose with both the potential for immobilization from dangerous terrain but there's an odd chance of damaging more than just your primary target! Granted, I would much rather shoot at exposed infantry, but if there's nothing but a rhino wall, it means that I might do more than my opponent is expecting
Last edited by whitestar333; 05-26-2010 at 05:55 PM.
I hate this thing the more I think of it.
It clips my hormagaunt unit. If I move/run/assault the next turn (which hormagaunts are known to do) I could loose almost 46% of my unit.
I wonder, would 2-3 of these be overkill? If you replace your fire Prisms with Nightspinners you lose AP and high strength, hurting against MEQs and vehicles, but I do believe the rending and movement impairment could make up for it in a list tailored for such a situation. Giving your other slots high-S and low-AP weapons and keeping HS for horde and movement control. However, gunline armies could just stand still and bring the Nightspinners down...