Switch Theme:

CSM Chaos Spawn  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Decrepit Dakkanaut





The Golden Throne

So how have spawn units (spammed or solo) been treating you. Either playing with them or against?

Is running a choppy Juggy Lord with a unit really that good? Maxed out numbers in units or MSU?

Spawn rush, scary or meh?
   
Made in us
Fireknife Shas'el






Haven't run them yet, but I've heard nothing but good things from those that have.

And since they don't have armor, I think that running larger units with a Juggerlord would work better than the MSU.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in ie
Stealthy Grot Snipa




Run six with mon and their brutally effective

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

Chaos Dwarfs 8/5/1 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Tiarna Fuilteach wrote:
Run six with mon and their brutally effective


why 6? That is 2 FA slots. I would rather take 5 and something else.

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 us
Decrepit Dakkanaut





The Golden Throne

 Exergy wrote:
Tiarna Fuilteach wrote:
Run six with mon and their brutally effective


why 6? That is 2 FA slots. I would rather take 5 and something else.


So you like to use only one unit?
   
Made in gb
Dakka Veteran




Reading - UK

Spawn are pretty awesome.
Go with 5 and MoN for 15 T6 wounds.
Either add a lord or an umarked level 3 sorcerer rolling on Biomancy for trying to get Endurance or Telepathy trying to get Invisibility.

Horrible and scary.

Or max out on them running 15, 45 T6 wounds

Or even add other fast allied units for the ultimate rush.
   
Made in us
Decrepit Dakkanaut





The Golden Throne

 L0rdF1end wrote:
Spawn are pretty awesome.

Or max out on them running 15, 45 T6 wounds



This is how I'm leaning, but I feel like I would be missing out greatly on the Helldrake. I guess it defaults to meta. Can 15 Spawn be viable in an all comers list?
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Byte wrote:
 L0rdF1end wrote:
Spawn are pretty awesome.

Or max out on them running 15, 45 T6 wounds



This is how I'm leaning, but I feel like I would be missing out greatly on the Helldrake. I guess it defaults to meta. Can 15 Spawn be viable in an all comers list?


15 spawn can be viable. You just have to have something else. The spawn march up and pin the enemy for some other heavy hitter to come up and finish them off. they can work.

Me though I am running 10 bikes, 5 spawn, and either a turkey or raptorcide


Automatically Appended Next Post:
 Byte wrote:
 Exergy wrote:
Tiarna Fuilteach wrote:
Run six with mon and their brutally effective


why 6? That is 2 FA slots. I would rather take 5 and something else.


So you like to use only one unit?


if I was going for 2 units they would have 5 models each. The FA section should be maxed in the new chaos codex. Only raptorcide or bikecide should be min units.

This message was edited 1 time. Last update was at 2012/11/24 19:39:14


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 gb
Dakka Veteran




Reading - UK

What out there could deal with 45 T6 wounds?
I think that's the question you should be asking and the answer is not a lot.
Either a crap ton of shooting or poisen are the possible problems.

540 points for 15. Thats a third of my list.
what else would you add..

Squadron of three vendattas and maybe some sorcerers rest on troops maybe...

Wraiths and night sythes...

Screamer and flamers...

Its all rather good right now and we have access to it.


   
Made in us
Decrepit Dakkanaut





The Golden Throne

 L0rdF1end wrote:
What out there could deal with 45 T6 wounds?
I think that's the question you should be asking and the answer is not a lot.
Either a crap ton of shooting or poisen are the possible problems.

540 points for 15. Thats a third of my list.
what else would you add..

Squadron of three vendattas and maybe some sorcerers rest on troops maybe...

Wraiths and night sythes...

Screamer and flamers...

Its all rather good right now and we have access to it.




You make a strong case!
   
Made in us
Longtime Dakkanaut





 L0rdF1end wrote:
What out there could deal with 45 T6 wounds?
I think that's the question you should be asking and the answer is not a lot.
Either a crap ton of shooting or poisen are the possible problems.

540 points for 15. Thats a third of my list.
what else would you add..

Squadron of three vendattas and maybe some sorcerers rest on troops maybe...

Wraiths and night sythes...

Screamer and flamers...

Its all rather good right now and we have access to it.




A single dreadnought will tie the spawn up all game. The dread is much cheaper than the spawn. So 540 points of your army are tied up by 315 of his, and yours are slowly losing every turn.

Spawn can't really do anything but die to a lot of things. No armor, no shooting, just wounds, toughness, and regular attacks. No rending, no power weapon attacks. No way to get through armor.

Honestly can't see using spawn when bikers and heldrakes are so good. My fast attack slots are 2 units of three bikers with dual melta and a heldrake. I couldn't be happier with how they perform.

   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

 L0rdF1end wrote:
Spawn are pretty awesome.
Go with 5 and MoN for 15 T6 wounds.
Either add a lord or an umarked level 3 sorcerer rolling on Biomancy for trying to get Endurance or Telepathy trying to get Invisibility.


Never thought about the abilities Biomancy could give them. Good call.

Read Bloghammer!

My Grey Knights plog
My Chaos Space Marines plog
My Eldar plog

Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in gb
Dakka Veteran




Reading - UK

Kevlar wrote:
 L0rdF1end wrote:
What out there could deal with 45 T6 wounds?
I think that's the question you should be asking and the answer is not a lot.
Either a crap ton of shooting or poisen are the possible problems.

540 points for 15. Thats a third of my list.
what else would you add..

Squadron of three vendattas and maybe some sorcerers rest on troops maybe...

Wraiths and night sythes...

Screamer and flamers...

Its all rather good right now and we have access to it.




A single dreadnought will tie the spawn up all game. The dread is much cheaper than the spawn. So 540 points of your army are tied up by 315 of his, and yours are slowly losing every turn.

Spawn can't really do anything but die to a lot of things. No armor, no shooting, just wounds, toughness, and regular attacks. No rending, no power weapon attacks. No way to get through armor.

Honestly can't see using spawn when bikers and heldrakes are so good. My fast attack slots are 2 units of three bikers with dual melta and a heldrake. I couldn't be happier with how they perform.



Yep, forgot about the dread, he's a problem indeed and would have to be dealt with pretty quick by other elements in your list. I personally haven't faced a dread for quite a while but you would need to account for that possibility.
This is where perhaps allies help to fill in the gaps.

This message was edited 1 time. Last update was at 2012/11/24 23:23:39


 
   
Made in us
Decrepit Dakkanaut





The Golden Throne

 L0rdF1end wrote:
Kevlar wrote:
 L0rdF1end wrote:
What out there could deal with 45 T6 wounds?
I think that's the question you should be asking and the answer is not a lot.
Either a crap ton of shooting or poisen are the possible problems.

540 points for 15. Thats a third of my list.
what else would you add..

Squadron of three vendattas and maybe some sorcerers rest on troops maybe...

Wraiths and night sythes...

Screamer and flamers...

Its all rather good right now and we have access to it.




A single dreadnought will tie the spawn up all game. The dread is much cheaper than the spawn. So 540 points of your army are tied up by 315 of his, and yours are slowly losing every turn.

Spawn can't really do anything but die to a lot of things. No armor, no shooting, just wounds, toughness, and regular attacks. No rending, no power weapon attacks. No way to get through armor.

Honestly can't see using spawn when bikers and heldrakes are so good. My fast attack slots are 2 units of three bikers with dual melta and a heldrake. I couldn't be happier with how they perform.



Yep, forgot about the dread, he's a problem indeed and would have to be dealt with pretty quick by other elements in your list. I personally haven't faced a dread for quite a while but you would need to account for that possibility.
This is where perhaps allies help to fill in the gaps.


Always have the "Our weapons are useless option".
   
Made in us
Sneaky Striking Scorpion





Fearless units cant use that option...
   
Made in us
Longtime Dakkanaut





 L0rdF1end wrote:


Yep, forgot about the dread, he's a problem indeed and would have to be dealt with pretty quick by other elements in your list. I personally haven't faced a dread for quite a while but you would need to account for that possibility.
This is where perhaps allies help to fill in the gaps.


Well not just regular dreads. Armored sentinels, the new chaos fiends. Anything they can't hurt. Furiosos and ironclads still seem popular for loyalists.
   
Made in ca
Longtime Dakkanaut






Seriously - a dread? How will he catch spawn? They are beasts. And if you have a lord he can take out the dread with a metabomb or pk. Poison hurts them (venoms), wraiths hurt them. There are units out there that can take them out. But it will require a lot of focused attention. Nothing slow should ever reach them. I run five with MoN and a MoN lord on a bike. I also run screamers and flamers and a heldrake. At 1500. It is doable. And screamers and flamers die faster than spawn.

 
   
Made in us
Decrepit Dakkanaut





The Golden Throne

 Tarrasq wrote:
Fearless units cant use that option...


Ahhh... indeed.
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

 L0rdF1end wrote:
What out there could deal with 45 T6 wounds?


Grey Knight force weapons will take care of them very quickly...

Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in us
Thrall Wizard of Tzeentch




Naperville

 Hedgehog wrote:
 L0rdF1end wrote:
What out there could deal with 45 T6 wounds?


Grey Knight force weapons will take care of them very quickly...

hmm? Grey knights don't have a ton of attacks, not high strength, and Spawn are Daemons, thus immune to instant death. That, my friend, is what I think you are missing. If i am mistaken, please correct me.

(also, sorry if i seem snarly, I don't mean to be i Promise!)

2500- W-51 L-32 T-8
1000-2500 W-5 L-0 T-2
1500
w-4 L-2 T-0
3000- Daemons
Win- 31 L-12 T-7
DS:90S++G+M--B--I+Pw40k09#+D+++++A++/sWD379R+++T (T) DM+

Take the Magic: The Gathering 'What Color Are You?' Quiz.
 
   
Made in us
Sinewy Scourge






Grey Knight force weapons will take care of them very quickly...


The issue they have is actually wounding the Spawn. A squad of 10 Strikes will hit roughly 6 times, and wound once against Nurgle Spawn. All in all, 1 dead Spawn with a psy test. Not really dominating.

2nd Place 2015 ATC--Team 48
6th Place 2014 ATC--team Ziggy Wardust and the Hammers from Mars
3rd Place 2013 ATC--team Quality Control
7-1 at 2013 Nova Open (winner of bracket 4)
 
   
Made in ca
Longtime Dakkanaut





Toronto

 faheykeyes wrote:
 Hedgehog wrote:
 L0rdF1end wrote:
What out there could deal with 45 T6 wounds?


Grey Knight force weapons will take care of them very quickly...

hmm? Grey knights don't have a ton of attacks, not high strength, and Spawn are Daemons, thus immune to instant death. That, my friend, is what I think you are missing. If i am mistaken, please correct me.

(also, sorry if i seem snarly, I don't mean to be i Promise!)


You are mistaken. Spawn are not daemons, though they have fear and fearless. Also, only daemons from codex chaos daemons have immune to ID, the special rule in the main rulebook does not (they just cause fear, and have a 5+ invul).

What do people think about a small unit of 3 or so as a bodyguard for a jugg lord? Enough to get him into combat, where he should wreck face all by himself.

   
Made in us
Thrall Wizard of Tzeentch




Naperville

 McGibs wrote:
 faheykeyes wrote:
 Hedgehog wrote:
 L0rdF1end wrote:
What out there could deal with 45 T6 wounds?


Grey Knight force weapons will take care of them very quickly...

hmm? Grey knights don't have a ton of attacks, not high strength, and Spawn are Daemons, thus immune to instant death. That, my friend, is what I think you are missing. If i am mistaken, please correct me.

(also, sorry if i seem snarly, I don't mean to be i Promise!)


You are mistaken. Spawn are not daemons, though they have fear and fearless. Also, only daemons from codex chaos daemons have immune to ID, the special rule in the main rulebook does not (they just cause fear, and have a 5+ invul).

What do people think about a small unit of 3 or so as a bodyguard for a jugg lord? Enough to get him into combat, where he should wreck face all by himself.


That seems good!
Not only does it give the lords 9 t6 wounds to shred through, it also gives him a few extra attacks in close combat. If the juggy lord is a main part of your force, its a wonderful idea. Otherwise, its an awful lot of points.

This message was edited 1 time. Last update was at 2012/11/25 03:07:58


2500- W-51 L-32 T-8
1000-2500 W-5 L-0 T-2
1500
w-4 L-2 T-0
3000- Daemons
Win- 31 L-12 T-7
DS:90S++G+M--B--I+Pw40k09#+D+++++A++/sWD379R+++T (T) DM+

Take the Magic: The Gathering 'What Color Are You?' Quiz.
 
   
Made in gb
Regular Dakkanaut




I've had huge success with 4 of them with a Jugg Lord. I DO feel sad that I cant give them mark of Nurgle, which is where they really shine, but they still make amazing meat shields, due to their plentiful wounds. You might even consider giving them the dirt cheap Mark of Khorne, simply for furious charge. You'll pretty much always be getting the charge due to your superior speed, and that +1 Str can make a difference.

With their speed, the lack of armor is very rarely an issue too. You really should never be caught out of cover in the first place, unless you get an unlucky consolidation roll. And you can always run them with a bunch of Nurgle bikes on the front giving them cover.

The other nice thing about the Spawn and bodyguards is that they handle the one thing the lord has trouble with, hordes. That ork boy mob of 30 wont be overwhelming your lord any time soon, what with all those possibly rerollable or massive number of attacks. They ARE pretty vulnerable to the counter-attack, unfortunately, but with toughness 5 they generally dont really worry too much about most horde armies. Nids do tend to kill them quite a bit though. You still have a lot of buffer wounds, thankfully.

This message was edited 1 time. Last update was at 2012/11/25 03:06:54


2000pts Mech
1000pts Daemonzilla
1500pts Kan Wall
1500pts Driegowing 
   
Made in us
Longtime Dakkanaut





DrDuckman wrote:
I've had huge success with 4 of them with a Jugg Lord. I DO feel sad that I cant give them mark of Nurgle, which is where they really shine, but they still make amazing meat shields, due to their plentiful wounds. You might even consider giving them the dirt cheap Mark of Khorne, simply for furious charge. You'll pretty much always be getting the charge due to your superior speed, and that +1 Str can make a difference.


What do you do to stop people just focus firing out your lord? Bikes grant a cover save when you move. Spawn do not get that benefit.
   
Made in ca
Longtime Dakkanaut





Toronto

Thats why you use a juggernaut lord, and not a bike!

   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

 faheykeyes wrote:
 Hedgehog wrote:
 L0rdF1end wrote:
What out there could deal with 45 T6 wounds?


Grey Knight force weapons will take care of them very quickly...

hmm? Grey knights don't have a ton of attacks, not high strength, and Spawn are Daemons, thus immune to instant death. That, my friend, is what I think you are missing. If i am mistaken, please correct me.

(also, sorry if i seem snarly, I don't mean to be i Promise!)


Yea; Spawn from Codex Chaos Space Marines are not Immune to ID. Hell I'm pretty sure they're not even Daemons.

   
Made in ca
Sister Vastly Superior





This is how I plan on running spawns.

5 of them with a Mark of Nurgle accompanied by an unmarked lvl3 sorcerer, on bike, all telepathy.

Obvious want is invisibility. Gives them a 4+ cover save. If you happen to go through cover/difficult terrain this will jump to 2+.

For all intent and purposes your sorceror is using majority toughness against shooting and same when in duels (a faq might need to clear this, but for now he's still considered part of the unit even tho he's only considered in base contact with the challengee/er). Makes for a very hard to kill sorceror against anything going at same initiative and can easily be force weaponed out of existence.

18 / 3 / 6 since 6th ed. 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

DrDuckman wrote:
I've had huge success with 4 of them with a Jugg Lord. I DO feel sad that I cant give them mark of Nurgle, which is where they really shine, but they still make amazing meat shields, due to their plentiful wounds. You might even consider giving them the dirt cheap Mark of Khorne, simply for furious charge. You'll pretty much always be getting the charge due to your superior speed, and that +1 Str can make a difference.


MoK gives rage, something spawn already have. It does not give FC, only the icon can take that and spawn cannot take icons.

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 gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

jdjamesdean@mail.com wrote:
 faheykeyes wrote:
 Hedgehog wrote:
 L0rdF1end wrote:
What out there could deal with 45 T6 wounds?


Grey Knight force weapons will take care of them very quickly...

hmm? Grey knights don't have a ton of attacks, not high strength, and Spawn are Daemons, thus immune to instant death. That, my friend, is what I think you are missing. If i am mistaken, please correct me.

(also, sorry if i seem snarly, I don't mean to be i Promise!)


Yea; Spawn from Codex Chaos Space Marines are not Immune to ID. Hell I'm pretty sure they're not even Daemons.


This - spawn aren't daemons (no 5+ invulnerable save) and even if they were the Daemon rule doesn't protect against instant death... This means that effectively every wounding hit from Grey knights results in a dead spawn (assuming the Ld10 psy test is passed - not too much of a problem for them). I think they also have access to psy powers that can improve strength, though they might need it cast on them by another unit or character?

Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
 
Forum Index » 40K General Discussion
Go to: