First of all, I agree with you guys. Warp Spiders are a good unit. But I am not arguing about that! Im arguing about the high red cost! Can you please justify it?
Tex wrote:Warpspiders do a whopping 95.56 piercing DPS as a squad when fully upgraded. Proficient use of spiders dictates that they will almost always be shooting from behind green cover, an energy shield, or a position that an enemy unit cannot get to easily.
I wholeheartedly agree.
Tex wrote:Because warpspiders can teleport continuously, when microed properly, they will counter heavily armored melee units even though they don't have a superior damage type.
Which is a heavy tax on your micro and will let other units leave vulnerable.
Tex wrote:Warpspiders are hands down the best counter-hero unit in the game. If you think about the various specialty units that you would purchase to counter different heroes, warpspiders would counter more heroes better than any other unit in the game.
I agree.
Tex wrote:Warpspiders have the best AV grenade in the game, making aggressive vehicle play against them dubious at best.
I agree that it makes aggressive vehicle play pretty hard. But it is hard to use against defensive vehicle play.
Tex wrote:Warpspiders can be buffed by all 3 eldar heroes to do MASSIVE damage. This is a big deal because they will continue to do this damage for the duration of the buff due to the inability of your enemy to tie them up.
Also agree. But they lose models quickly and thus their DPS. And because of their constant need to be in green cover, they will be away from your front line and thus be focus fired on.
Tex wrote:Hmmmm. They counter bloodletters, heretics, vanilla csm, kcsm, plague marines, they do a great job against all 3 chaos heroes, and they can completely shutdown bloodcrushers, and khorne dreads without having to expose themselves.
They also do a pretty decent job of flanking havoks, noise marines, blastmasters, and grenade launcher heretics.
-They not only counter bloodletters, they absolutely obliterate them. Warpspiders are super hard counter to bloodletters.
-Heretics? Come on, everything counters heretics.
-Vanilla CSM? Thats a t1 unit. And no, I would not count that as a counter. Dark Reapers counter Vanilla CSM. Not Spiders.
-KSCM? Just no. KSCM are faster than you can teleport away. And the warp spiders' outstanding damage wont do much against that speed.
-Plague Marines... somewhat. They deal good damage to them. But in a recent match I had to deal with 3 Plague Marine squads and as a response I built 3 Warp Spider squads. They do counter them, but it is pretty close and wrong micro can make you lose pretty quickly. Also if anything else shoots at you besides the plague marines it is instant retreat.
-Yes, Warp Spiders are a general counter to all heroes not only chaos heroes
-Like already said, they shutdown aggressive vehicle play, so yes they will shutdown bloodcrushers and khorne dreads. But will be useless against vanilla dreads.
-Autarch does a decent job of flanking havoks, noise marines, blastmasters and grenade launcher tics. Warp Spiders are too costly to risk something like that.
Tex wrote:Why build warp spiders vs IG?
Good question. I like to have the haywire handy to get an ultra fast sent snipe in T2, or to surprise an early chimera. Normally though,why haven't you built 1-2 wraithguard squads at this point? Pretty meh question to be honest. I mean think of it this way: If you don't want more wraithguard against IG, then you probably want more shurikans, rangers, or wraithlords. Its a pretty linear matchup.
It is super super hard to haywire a chimera. Other than that I'm not sure what you are trying to say here. So you actually agree with me in this point?
Tex wrote:They are only effective against eldar and orks (your statement)
??? Yet in the current meta, wraithguard are actually a much stronger purchase in the eldar mirror ???
???
??? So you're telling me you don't want a WS squad against SM when you absolutely know that his first T2 purchase in an even game is going to be a razorback, and scouts are literally the only thing you can bleed ???
??? So you're telling me that you don't want a WS against Nids when WS counter the entire T1/T2 roster and absolutely decimate nid heroes ???
???
- That is precisely the problem. Wraithguard are a stronger purchase, even though Warp Spiders are also effective. At least for the WSE it would be make more sense to get the Warp Spiders call-in.
- No, I will never want to purchase Warp Spiders against any kind of light transport. You WILL lose models trying to haywire it. Models are expensive while a light transport is not. Even against Orks it is hard to haywire their trukk because of the high risk of Moshaboys coming out and specialing your Warp Spider squad.
- The entire T1/T2 roster?
I dont think they really counter termagaunts or hormagaunts, since they are so many models and they constantly have to switch targets after killing a model. At least they do not counter them as hard as a T2 squad should.
Can you please reduce the amount of question marks, I'm trying to make a serious discussion here. Also can we start arguing now why the red cost of the Warp Spiders Call-in is too high? Instead of arguing over whether a good unit is good.
So here is my standard situation:
I get to T2, I usually have around 120 red. Not enough for Autarch but quite close.
I build my first T2 unit, I have around 140 red.
In the upcoming engagement I will sooner or later reach the 150 red (after killing a few models and losing a few myself). Now I have the option to either call in the Autarch and turn the tide with her amazing grenades. Or I wait for 50 red more, which is gonna be the next engagement.
When it is time to finish building the 2nd T2 unit, I finally reach 200 red.
Now there is this choice between building Warp spiders and going T3.
So at this point there are only 2 possible situations in which I would choose Warp Spiders over T3:
- The opponent builds something that Warp Spiders amazingly good counter (Bloodletters, Melee Walker)
- I take heavy losses in an engagement and use it as a recover option, usually followed by a 2nd Warp Spider squad in the HQ.
However, the first option only really happens very rarely as it is already late T2 and the opponent would rather also go T3. And the 2nd option... well I guess just about every call-in squad can be used as a recovery option.