>>First of all, Warp Spiders use Warp Jump generators, which are much better than the mon-keigh's jump packs for 2 reasons. One, they ignore terrain in their move, and they can make an additional jump around the time that hand to hand combat starts springing up. <<
i'd be the last person to argue about the effectiveness of the warp-jump packs. i just think that since there's very little "movement" involved, they might make it so they never count as moving, kind of like thousand sons except with jump packs.
>>Secondly, it wouldn't make a difference if the weapon of the Warp Spider was changed to assault 1, besides the fact that they would become less effective. With Rapid Fire guns they can shoot twice if they do not want to assault and if they didn't move<<
if you don't move spiders, they become a great target for charging. they have a a low toughness and few attacks. sure, they have a good save and higher initiative, but that's it. in the long run, if they get charged by *anything* they're toast. withdraw is of little use when you've lost six members of the squad and fail a leadership test.
i just think that for 22 points a model, they get a shaft in weapons. if they get the charge, you'll hold your own against a tac squad for the first turn. at the end of their turn, withdraw (as long as no crossfire is in place) and repeat. this tactic has worked for me before. i'd rather see the weapons either return to the flamer template or assault 1/never count as moving.