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Made in ie
Stealthy Grot Snipa




Hey guys i was thinking of removing my cygor from my beastmen list and adding in 2 spawn (think thats the maximum of rare) and would still leave me some points to play around with, has anybody used them or played against them if so how did they fare?

Nurgle Daemons blog
http://nurglestally.blogspot.ie/

Chaos Dwarfs 8/5/1 
   
Made in gb
Powerful Irongut






They can be very dangerous, but the randomness is a double edged sword.

   
Made in us
Terrifying Wraith




Houston

Spawn are the best beastman rare, o_0!
Seriously:
1: they are cheap, so you can invest more into the Killy units, and feel better about sacrificing them as a speed bump
2: come 1-2 (so technically you could have another grouping of 2)
3: are T5 W3 unbreakable. This is a huge benifit to the otherwise low LD beastmen. As a single spawn can hold off weenie hoards for a turn or two alone, or crash into a questionable combat and ensure you get a chance to rally if you flee.
4: 360 charge range is perfect to protect against flyers/fast cav trying to march block/setup flanks, and most of those units can't deal with t5 w3 effeciently.

Fantasy: 4000 - WoC, 1500 - VC, 1500 - Beastmen
40k: 2000 - White Scars
Hordes: 5/100 - Circle of Orboros
 
   
Made in ie
Stealthy Grot Snipa




Cheers will be running four asap then

Nurgle Daemons blog
http://nurglestally.blogspot.ie/

Chaos Dwarfs 8/5/1 
   
Made in us
Omnipotent Lord of Change





Albany, NY

I like spawn a lot, and I'm still pretty dedicated to making them work for my WoC boys.
Kiwidru wrote:1: they are cheap, so you can invest more into the Killy units, and feel better about sacrificing them as a speed bump
2: come 1-2 (so technically you could have another grouping of 2)
3: are T5 W3 unbreakable. This is a huge benifit to the otherwise low LD beastmen. As a single spawn can hold off weenie hoards for a turn or two alone, or crash into a questionable combat and ensure you get a chance to rally if you flee.
4: 360 charge range is perfect to protect against flyers/fast cav trying to march block/setup flanks, and most of those units can't deal with t5 w3 effeciently.
1/2. They also make decent junk drops to pull out enemy deployment. This is especially important to my list, where I don't want my 10 trolls powering into a flaming banner that exists to kill them.
3. Unbreakable also means that though they aren't very good assassins, you can just have them flail away at wizards without worrying about maintaining CR ... until the spawn dies. Because they used to have 4 wounds
4. Another caveat of the Random Movement rule, and one my gaming group hates, is that you can't declare a flee against random movers. Which means a spawn can jump on a fleeing enemy unit and auto-kill it, even with it's weak 2D6" of movement. (If you haven't heard me say it, the slowness of spawn is by far their biggest shortcoming. Here's to 3D6" spawn in the new book.)
5. They're also really fun to model

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in ie
Stealthy Grot Snipa




Ha I've never heard of that inability of fleeing from random movement, that's hilarious and could cause so much hassle next club night

Nurgle Daemons blog
http://nurglestally.blogspot.ie/

Chaos Dwarfs 8/5/1 
   
Made in us
Automated Rubric Marine of Tzeentch






Boss Salvage wrote:
4. Another caveat of the Random Movement rule, and one my gaming group hates, is that you can't declare a flee against random movers. Which means a spawn can jump on a fleeing enemy unit and auto-kill it, even with it's weak 2D6" of movement. (If you haven't heard me say it, the slowness of spawn is by far their biggest shortcoming. Here's to 3D6" spawn in the new book.)


And this is why my O&G use Squig Hoppers with a Giant Cave Squig character. Going after the runners with 3d6 re-rollable movement.

I do really like Spawn though. T5 Unbreakable is pretty fun against S3 stuff and random movement also gives you a 360 degree charge.
   
 
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