Blam! |
Arachnawesomebia –
The completely justified fear of a totally awesome badman spider.
The release of the
Tarantula was widely seen as a blessing to us Shaltari players;
finally, we would be able to bust some armour instead of simply
shinning elaborate gaus torches at it! Sometimes when models and
rules are released it can end up turning out that what reads well
doesn't actually play well, and even sometimes what reads badly plays
well (like the unloved Yari). From the couple of games I have been
using this adorable model I am happy to say that it is ticking both
boxes! Not only does it read well but it seems to be getting it done
on the business end of things too.
This post is
focussing on the Tarantula and my thoughts on the model so far. In my
current 1500 point list I am using 4 Tarantulas and ideas are based
on this number.
Taking and
receiving firepower
This was always going to be the main talking point for this model,
and so far it hasn't disappointed. I played Skullsword earlier in the
week and although I narrowly lost 4-3 (I could rant for hours about
not being able to switch my excellent Passive save roles with some
god awful objective rolls but this isn't the time or place...) the
spideys really kicked out the grav goodness and destroyed 3 Phobos
and an Odin! This is a feat I could never have even dreamed about
when using Tomahawks. Doubling up against A10 2Dp units on a 5+ is
incredible, and although I will admit I had some good damage rolls
you can pretty much assume if you focus 2/3 at one model you will
remove it.
As with everything in the wonderfully balanced world of DzC there is
a drawback, and this is the extreme vulnerability of the unit. If you
are shot back then your precious arachnids will explode like piƱatas.
A 8 is very light and although you have 2DP's E10 weaponry will still
remove a model on a 5+. As it happened, and as mentioned, I got a
little spawny with my passive saves which saved me against 2
Hyperions and 2 weapons hacks (yes, 2!) but without that I could have
been blown away comfortably.
Peekaboo! |
One small bonus that has sprung to mind though is that I won't be
freaked out so much by Longbow templates any more!
Synergy
When writing an army list getting a good balance and synergy within a
battlegroup can be key to winning games, or at least giving you a
level of tactical superiority. I have noticed that the Tarantulas are
a very individual unit, almost a lone wolf unit if you like, and
because of this they are not sitting well with any other squads I am
trying them with. This in it's own right isn't a huge deal but it is
a little frustrating.
I can sense a lot of people screaming the words 'DREAMSNARE YOU
IDIOT!!' at me but I just don't think the unit is fast enough to run
with the Spideys. They have a 6” MF value which is quick and great
for out flanking. The Dreamsnare is sluggish at 4” and to get
anything out of the unit you have to be within 6” centre to
centre. This is an issue as due to the bodies of both walkers
being fairly wide you lose 1½ “ - 2” straight away and this
vastly limits the speed of the unit.
On a side note I used the Raise Shields card on the unit on the turn
I decided to bring them into the open and it worked very well. Having
a 3+ passive save on such a delicate unit that is bound to (and did)
attract a lot of fire was very handy!
Deployment
When I use Tomahawks I
will drive them onto the board on the first turn and blow a few
chunks out of a building. This would negate the need for gate use as
they were quick enough to get where I needed by turn 3, so as such
deployment was never an issue. As the Tarantulas main gun only has an
18” range and as they don't have the option to move 9” it means I
have to gate them to the important part of the battle, which has
proved to be a little awkward. I still strongly feel that 2 / 3
Eden's are enough for any 1500 point list and that this number is
enough to make 4 Spideys work.
In
my first game I removed my Firedrake and tried using a Gaia and
Dreamsnare in it's stead (with 2 Edens). The snare was in the
Tarantulas battlegroup and they both used the Gaia to get on the
battlefield turn 2, as the gate is to slow to drop them anywhere of
use turn 1. This proved to be clunky and I got very little done with
the spideys due to the Dreamsnare.
In
game 2 I quickly returned the Gaia and snare back to the subs bench
and recalled the Firedrake. Although I made mistakes in regards to
deployment of my troops (which realistically lost me the game) this
worked much better. On turn 1 I used the Eden's to drop my two Jag's,
and then on turn 2 the Tarantulas. This was better as the Eden's are
faster and I was able to get where I wanted, even while dropping
another unit through.
All
in all a turn 2 drop seems to be key for me. It keeps the unit out of
the line of fire at the beginning of the turn and allows them to be
exactly where you need them. You will have a feeling when doing this
that you are losing a turn of shooting but remember that their guns
are only 18”, and that chances are you weren't going to be shooting
anyway.
Overview
Would I say that these are my new standard choice? So far yes. They
have always killed something and I see them becoming a real thorn in
an enemies side. Even if they do under perform your opponent must
target them for their potential to be devastating is so good!
In regards to the climber special rule I don't really ever see myself
using it. It just seems stupid to jump on a building to target 2/3
models and be shot back by the opponents entire army. Maybe one day
it will be useful, maybe not. All I know is that it doesn't subtract
from the overall worth the unit.
All in all the Tarantula is a strong unit, perhaps the 2nd
best standard choice out there (frankly the Katana is just the dog
bollocks and will take some beating), and I am looking forward to
squashing more and more bad guys, grav style!
Toodles!
I still need to try mine on the table cant wait nice report
ReplyDeletesimilarly I'm in the middle of painting mine but still haven't given them a test run.
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