Let's see...
iirc Tide of Spawn as in
Apoc comes in for around 375 (not having the book near), or maybe 350.
Give it a cost of 350 for a max of 10 models of Spawn that would otherwise cost 400 points. Seems like a (small) deal.
Oh wait, in addition you'd have to sacrifice a single Marine to each and every Spawn, which ups the cost for a single spawn by 15 points minimum!
Given you will probably take a unit of more than 10 Marines to make sure you do not lose a potential spawn you already paid to a couple heavy bolter shots, a rhino to be at least potentially as fast or faster in deployment as an ordinary unit of spawn would have been (yes, slow & purposeful + fleet still, 12 inch charge not accounted for) however you will fit in both ;-) and last but not least an
IoCG to make sure the squad stays around for as long as it takes the spawn to appear, youll pay a minimum of ~ 55 pts if not more for a model of chaos spawn which is, given its ablilities, already heavily overpriced.

Remember, spawn in 3rd were (not talking cover saves and Ap3 weapons) exactly twice as sturdy (2 wounds of 3+ save rather than 3 wounds without save) for exactly half the cost!! So they cost 55 and are worth 10 points according to 3rd... maybe 15 in my own valuation from play.
Did you, for chance, ever try normal units in a new Chaos dex list with any success (emphasize on success)? I higly doubt it. My last experience with spawn was that I included the whole box of em (10 in 4 Units) in a friendly game with a fellow green marines player that had virtually no idea about the unit and never put any effort in shooting them. So despite almost all of them reached his lines and got the charge off nearly simultaneously, they hardly earned a single point back since they did not win any one fight. They werent even useful against an opponent who let em do exactly what they were meant to do on purpose... if that doesnt say anything, I don't know
Hell, I regularly lost those same Squads to necron warriors in
hth, that's because they get run down soooo easily. They feel a bit like guard, only without the numbers. You lose each and every combat since you don't inflict any damage, opponent gets one or two lucky to wound rolls off which you can't get a save against and then you take 3 extra wounds without save for losing the combat, beeing fearless and heavily outnumbered, handing your opponent ~ 80 points (unit of 2) w/o doing damage or even tarpiting them (which would be the only use I would have left for them as soon as I realized they could
NEITHER a) do damage b) score c) move really fast to lock down enemy shooting or d) pick a very vulnerable enemy unit of their own choice to still win the fight e) be cheap)
Not sure how exactly the tide rules help with any of the issues stated above, esp. e)
Charging Dreadnoughts to become insta-killed is simply not as cool as the spawn might think, no matter the numbers. Charging
AV 13 Preds head on as opposed to charging them on AV11 sides and beeing locked at the front of the vehicle afterwards (which is how I interpret the rules) ain't fun either. List goes on...
Greetz, Khorneflakes
Edit:

Oh, and to actually add a response to the question at hand, that's a 'no', didn't play a spawn in
apoc jet.