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Night Spinner Rules released!

Posted: Sat May 29, 2010 12:42 am
by Mike the Pike
From the lovely folks over at Bell of Lost Souls:

Night Spinner

Twin-linked Doomweaver: 12-72" S:6 AP: - Heavy 1, Large Blast, Barrage, Rending
Place a marker next to any unit hit. Any such units count as being in difficult and dangerous terrain the next time they move for any reason. After they have competed their next movement, remove the marker.
Twin-linked Shuriken Catapult

BS:3

12/12/10 Fast, Skimmer, Tank

Standard Eldar vehicle upgrades apply.
NOT a transport.
Costs the same as a Fire Prism
Heavy Support choice
Night Spinner rules are stamped as "Official"

Discuss...

Re: Night Spinner Rules released!

Posted: Sat May 29, 2010 12:45 am
by Colonel Voss
looks really good IMO, I'd take one hands down.

Re: Night Spinner Rules released!

Posted: Sat May 29, 2010 5:35 am
by Primarch
Hmm, It looks cool and all, but for the same points you can get a fire prism.
The nightspinner has the range, is twin linked and has the barrage rule. Its also S6 and Rending.
The Prism cannon still has a good range, slightly lower strength, but AP4. This makes it far more reliable against anything with a save of 4+ or worse. It can also become a strength 9 ap2 blast weapon which can instant death most things, pop tanks and reliably kill even terminators. It's not twin linked but it's BS is a little higher.

Personally, I'd still go for the Prism cannon.

Re: Night Spinner Rules released!

Posted: Sat May 29, 2010 9:45 am
by me_in_japan
prism cannon all the way. As Prim points out, it has the range, doesnt have a minimum range, better AP, and a better BS. Add in the condensed-fire option for small blast tank/marine/termi popping, or the combined-fire option for large blast marine-popping and the prism wins hands down. Which is a shame, as the spinner is a cooler model. The prism is a tank which is generally taken in pairs, so you're looking at S10 AP1 blast or S6 AP3 blast. Some would say that youre paying double for this, but the fact is that the enemy has to kill 2 tanks, and even if he kills one, the remaining one is still very threatening. Night spinners, on the other hand, just aint so scary. (unless youre an ork player, maybe, i spose.)


anyhoo, i vote prism cannon.

Re: Night Spinner Rules released!

Posted: Sat May 29, 2010 12:23 pm
by Primarch
Yeah, but one of those tanks isnt firing.
Against marines I would take 1 nightspinner over 1 prism for infantry killing S6 Ap- rending is better against power armour than S5 Ap4.
Against Tau, Eldar, Orks, Guards and Nids the prism is lots better.
Against marines, the prism is good for killing small elite units like termies, instant killing characters and popping tanks.

Re: Night Spinner Rules released!

Posted: Sat May 29, 2010 1:57 pm
by Admiral-Badruck
yet another unit that will you would play for fun but is not very competitive... I guess what I like is you can slow the advance of any enemy that you want to keep out of Assault and if could really work well on tanks and the like as they would be getting stuck on 1 in 6 hit squadrons with this and make the controllers cry as they get stuck and die...