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Made in us
Devestating Grey Knight Dreadknight




 Inigo Montoya wrote:
The thing is, why would I let my spawn be charged by terminators? With beasts, it isn't super hard to dictate where the combat happens.


Except that you happen to be pretty close to rapid-fire range if you just sit on the outskirts of your opponent's line. Spawn are useless except as fire magnets outside of assault. Your experience may be different, but I have always seen spawn used to charge as fast as possible into assault. If they don't do that, they really aren't a threat. Furthermore, there is the issue of a counter-charge into assault...let's say you move fast enough and charge a GK strike squad instead. My terminators are going to be close enough to charge into the fight, same with any other decent counter-charge unit (especially something fast like wraiths).

Hope is the first step on the road to disappointment. 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

How would necrons deal with nurgle spawn?

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Khorne Veteran Marine with Chain-Axe




North Carolina

Nurgle Spawn with a Khorne Jug Lord paired with other fast assault threats is a good combination.

I like to run:
Khorne Hounds
Spawn with Lord
LR with Kharn and Zerkers
Bloodthirster
Obliterators (I am wanting to switch to Maulerfiends for more asault threats)

As you can see, I like to assault.... Haha.

Nurgle Spawn need to be working with other assault units to do the most damage.

 
   
Made in us
Potent Possessed Daemonvessel





You do know that a khorne lord cannot join nurgle spawn.
   
Made in us
Khorne Veteran Marine with Chain-Axe




North Carolina

Really? I just started play Warhammer again so I don't know... Haha. Just got back from college.

Why can't the Khorne Lord join the Nurgle Spawn units. I have seen like 3 or 4 list with that into it? Can Khorne HQ not join Nurgle units?

 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

They are two different marks. A marked IC cannot join a unit with a different mark, iirc.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Thrall Wizard of Tzeentch





Even people that should REALLY know better get this wrong, so don't sweat it too much. The relevant rule is on page 30 of the Codex under Marks of Chaos: "An Independent Character with a Mark of Chaos may not join a unit with a different Mark of Chaos."

So consider a Nurgle Lord; they are not as killy as a Khorne Lord on Jugger, but they can still do work. Alternately, use them by themselves and follow up with the Lord running with a spawn or two with MoK.
   
Made in us
Khorne Veteran Marine with Chain-Axe




North Carolina

Great to know. Thank you.

Spawn with MoK are even more dangerous, but they serve better as a tough unit.

What are some other effective ways to running Khorne Lord on Jugger, how are they as solo HQ. With T5 they don't get instant killed too fast.

I'll have to think about Khorne Spawn...

 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Bikers of Khorne, maybe? Is that a possibility?

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Indarys wrote:
5 T6 3W fast models are just no fun, with or without armor saves. Throw in a biker nurgle lord HQ unit for Look Out Sir shenanigans and it becomes less fun.
It depends on your army.
In the last game I played against them, i used 'enfeeble' to weaken them to T5, then smashed them all with a Lord of Change.

The best thing about staring down those spawn is that your not facing helldrakes.
   
Made in us
Khorne Veteran Marine with Chain-Axe




North Carolina

True, helldrake are better...

I always try to run 2, I haven't tried a spawn unit yet and I have heard some people talking about how good they are so I figure I would try them.

 
   
Made in us
Battleship Captain




Oregon

 labmouse42 wrote:
Indarys wrote:
5 T6 3W fast models are just no fun, with or without armor saves. Throw in a biker nurgle lord HQ unit for Look Out Sir shenanigans and it becomes less fun.
It depends on your army.
In the last game I played against them, i used 'enfeeble' to weaken them to T5, then smashed them all with a Lord of Change.

The best thing about staring down those spawn is that your not facing helldrakes.


More reason to just take a pair of drakes and then add in a full size spawn squad.
   
Made in gb
Rogue Grot Kannon Gunna





As a CSM and ORK player if I knew I was going to be facing spawn I would consider some destroyer blades on a rhino. The rhino should be able to get in the way of the spawn and just keep running over them. If they have a HQ with them and want to spend time taking out a rhino fantastic, if not they keep getting run over; not uber effective but fun. I don't have a deff roller but if I did this could be a good way for them to go.

Without a character I agree with some of the comments about throwing a dreadnought at them; better still kill kans and make a battle out of it. You could be holding 150+ points (just think of the pts you could hold up if there is a lord which is not packing melta-bombs / a power fist) with a 85pt ork dread for a few turns while his kan buddies wade in for the kill.


 
   
Made in us
Decrepit Dakkanaut






Eternal Plague

Spawn are a great tarpit unit, good as a fire magnet, and end up being decent bodyguards for a Lord on a bike.

Outside of that, their actual threat is in how fast they are and how much attention that draws. The more you try and take down Spawns the more time your opponent has in using his other threats.

   
Made in us
Stone Bonkers Fabricator General





Beijing, China

CannedKhorne wrote:


Spawn with MoK are even more dangerous, but they serve better as a tough unit.

I'll have to think about Khorne Spawn...


spawn already have rage, so they really dont gain much from MoK. Best to leave them naked with your jugger lord.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in pl
Stealthy Dark Angels Scout with Shotgun





I have yesterday dealt with 3x3 nurgle spawns (and 2 khorne DPs and a bloodthirster).

Nurgle Spawn unit is harder to kill than a Bloodthirster (even if he has power armour) and much tougher than daemon prince. But their (spawns) damage output is medicore at best (bajilion of attacks, but I3 and no AP). Therefore my recommendation, DON'T make them priority targets. I had all three spawn units in range of my weapons in first turn, but I have directed all my shooting to DPs and Greater Daemon. This paid off.

Secondly, Spawns indeed do have chance of second turn charge... (even first turn charge is possible, if you go first and move closer to the enemy). Accept it, don't avoid it, just throw some chaff unit at them. preferrably with hit&run.

Moving on, to destroying those damn things:
I don't know what's your army, but generally these are weapons that do work for me:

1. Bolters. Granted, you wound on 6+, but what's awesome about Bolters is that Space Marines have so many of them. (even better if you are Dark Angels with Sacred Standard of Devastation)
2. Heavy Bolters. even better. Always have your landspeeders armed with pair of Heavy Bolters
3. If they don't have better targers, call your Devastators. Regardless whenever they're armed with lascannons, heavy bolters, missile launchers or whatever else, they are great at shooting stuff.
4. Land Raider. Yes. Land Raider, probably only tank, they can't hurt in close combat. Preferrably Land Raider Crusader, due to sheer amount of dakka, this beast is putting out
5. Terminators. Preferrably NOT those armed with thunderhammers or power fists, because unwieldy.

6. Unlike others i Don't recommend wasting your Dreadnoughts on spawns. With 2 attacks base your dreadnought won't be able to deal with spawns quickly... and I like my dreadnoughts to be useful as long range fire support.
==
If you are playing Imperial Guard, you would probably have to use multilasers and heavy bolters on Chimeras or Manticore missile launchers... or really whatever you see fit. Autocannons are good... Bajilion of lasguns with rank fire is always good (wounds on 6+, so it's as good as Bolter in this case).

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