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Made in us
Regular Dakkanaut




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.
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

Once they're in combat with a dreadnought they're stuck - goodbye unit, or at the very least they're taken out of the game.

Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in us
Regular Dakkanaut




Sadly the nurgle lord had melta bombs to prevent that tactic.
   
Made in za
Fixture of Dakka




Temple Prime

Force weapons should do the trick, a Nemesis DH should work beautifully.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in nz
Longtime Dakkanaut



New Zealand

Obviously this depends on your army. First off though remember that he has to LOS to the closest model, so he can't spread wounds around. Also remember the Lord has 5+ cover all the time, which you can exploit with Focus Fire. If they don't have a Lord then you can lock them up fair well with a walker or even a T8 MC (random attacks, 4's then 6's with a 3+ isn't going to drop very fast). Any GK unit with more than 1 Mastery Level (i.e the ability to Hammerhand and activate Force weapons) beat them easily, Mephiston eats them for breakfast (as long as the Chaos player doesn't have Abaddon he can solo an entire Chaos army). Anything that has an Instant Death ability with S5+ should beat them fairly easily (Great Unclean One comes to mind). In general I have found that they bounce off solid combat units like big unit of Terminators, they end up locking and grinding for ages, but the random attacks means they don't have the staying power so the Spawn tend to lose.

For shooting lists the key is volume of fire and making sure they aren't getting cover. Make sure you have some way to remove Night Fight so they aren't getting insane saves Turn 1 if its dark. Other than that try and bait them out into the open and feed them speed bump units to slow them down.
   
Made in sg
Longtime Dakkanaut





Nurgle chaos spawn are actually not easy to deal with. The only reason not so many people complain about them is because Hell drakes are so much more popular.
   
Made in us
Pestilent Plague Marine with Blight Grenade




Lafayette, IN

5 nurgle spawn with a nurgle sorcerer that hits invisibility is beyond nasty. Remember, many of the solutions above assume that *you* are dictating who is in combat with whom. It has been my experience with spawn that *they* choose the unit they want to hit and you attempt to mitigate the damage.

Shoot them. A lot.
   
Made in sg
Longtime Dakkanaut





You need a hekc of a lot of shooting to kill them. 15 T6 wounds needs a heck of a lot of shooting to whittle down! Worse if they are in cover, which is not difficult to achieve since they can move through cover.
   
Made in us
Potent Possessed Daemonvessel





Well as some one who uses them here are a few easy answers to them

1.) Paladins. Shoot at you well enough, force weapons in CC.
2.) Dark Eldar, Poison doesn't care about your T6
3.) Toxinsac nids, see above
4.) Walkers of any kind (sue the character may be able to deal with a walker, but not that well, so a Blood Talon Dread makes for a bad day)
5.) DreadKnights, Challange out your character (and usually win that fight) then force weapon all the spawn.
   
Made in us
Cackling Daemonic Dreadnought of Tzeentch




Ellenton, Florida

As a Chaos player who uses the Nurgle Spawn/ biker Lord unit in every game, you know what I hate?

Lootas.

Armies:  
   
Made in no
Dakka Veteran




Tau shouldnt really have problems shooting them down, with markerlights removal of cover, most weapons are Str 5 or higher.

Problem is their speed, if they manage to get in close and the Tau dont get them down fast enough then its a major problem that require quite a few shots to be wasted on them instead of other parts of the chaos army that might be just as fast.

But for Tyranids, i dont think spawns will ever be a problem, might be a bit annoying hitting through that T6, either Tarpit with gaunts or just kill em with a monster.

 
   
Made in za
Fixture of Dakka




Temple Prime

Dropping a furioso contemptor will make sure that Nurgle is going to be having a very bad day. Actually a contemptor period would do well.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Raging Ravener




Dallas, TX

As another player who runs MoN Spawn and Biker Lord, I too hate Lootas. I have played most every army with my CSM and Lootas have most consistently given that unit problems. Tau with supporting fire have quickly started to become equally annoying.

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Made in us
Fresh-Faced New User




how would pure ig deal with these?

my first thought was a punisher/hb russ but str 5 is barely denting them armor saves be damned
   
Made in us
Battleship Captain




Oregon

AlexMako wrote:
how would pure ig deal with these?

my first thought was a punisher/hb russ but str 5 is barely denting them armor saves be damned


Seems like massed autocannons and multi lasers would do fine.
   
Made in us
Pestilent Plague Marine with Blight Grenade




Lafayette, IN

If invisibility goes off for the sorcerer, then there isn't much that can deal with them. If they are not invisible, then mass firepower. Volume of fire is king.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Hedgehog wrote:
Once they're in combat with a dreadnought they're stuck - goodbye unit, or at the very least they're taken out of the game.


yes they are taken out of the game, but so is the dreadnaught. The dread only costs slightly less than the spawn so you havent accomplished much. Further the spawn are cavalry, so 12", ignore cover, and fleet, so they will likely get the charge on what they want to get compared to a dreadnaught that moves 6" without fleet.


Automatically Appended Next Post:
 Kain wrote:
Dropping a furioso contemptor will make sure that Nurgle is going to be having a very bad day. Actually a contemptor period would do well.



a nurgle lord with spawn will not have trouble with any dreads
dreads are not characters, so the nurgle lord just LOS all the wounds onto the spawn while he waves his powerfist against the dread. Eventually he will kill it.


Automatically Appended Next Post:
 minigun762 wrote:
AlexMako wrote:
how would pure ig deal with these?

my first thought was a punisher/hb russ but str 5 is barely denting them armor saves be damned


Seems like massed autocannons and multi lasers would do fine.


it works but it takes a ton of fire to do it. 15 wounds needing to hit on 4+, wound on 4+ and then any cover save they might have means you are going to need 90 some shots(mulit laser, autocannons count as 1.5 shots each). Lasguns actually work to finish them off, as they have the numbers and the FRFSRF/ presiences to boost them up, but otherwise it will be tough. They will absorb a lot of fire.

This message was edited 2 times. Last update was at 2013/06/05 21:11:50


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
Longtime Dakkanaut





Enfeeble, smash attack (or iron arm and staff of change), takes care off spawn just fine.

40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
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Made in us
Khorne Veteran Marine with Chain-Axe




North Carolina

Chaos Nurgle Spawn are a strong unit and a pretty good threat with their speed and strength, especially with a Khorne Lord on a juggernaut.

When comparing the Spawn Unit to a Helldrake, which one is more deadly? I like have 2 Helldrakes and 1 spawn unit for my HQ transport. Never considered running two spawn/HQ units.

 
   
Made in au
Sword-Wielding Bloodletter of Khorne




Pity you cant put a khorne jugger lord in nurgle spawn.
   
Made in us
Dakka Veteran






Mark of Nurgle Spawn with a loard with a PF and lightning claw is a super solid unit. Force weapons and poison are really the only thing that will kill this unit easily.
   
Made in us
Khorne Veteran Marine with Chain-Axe




North Carolina

Haha, I don't like to but when I want to play competitive that is the best combination.

You know whats worse... I paint the Nurgle Spawn like Khorne units... Haha.


Automatically Appended Next Post:
Anyway, Helldrake or Spawns?

Is 2 Helldrakes enough? Haha. 3 is always better.

This message was edited 1 time. Last update was at 2013/06/05 22:28:33


 
   
Made in us
Pestilent Plague Marine with Blight Grenade




Lafayette, IN

2 is enough. Three (from experience) run out of targets pretty quickly.
   
Made in us
Devestating Grey Knight Dreadknight




There are 2 Nurgle players at my FLGS. Pretty much every game, the following scenario happens:
The spawn unit charges towards my troops. The terminators step out and charge them. No justicar, cause they combat-squaded. The spawn swing with an ungodly number of attacks, inflict a decent number of wounds, and I pass most of my 2+ saves. The lord swings and kills a couple more, but my termies swing at the same time with their hammers. Enough hits, and all of them wound (anything but!). Then I say "now I'm going to activate my force weapons..."

I kill the spawn, and the lord has like 3 invuls to make, It costs me 3 termies on average, but is super effective. The first time I did it, the expression on my opponent's face was priceless.

So, in other words: Ally yourself in some GK Terminators.

Hope is the first step on the road to disappointment. 
   
Made in us
Khorne Veteran Marine with Chain-Axe




North Carolina

Yeah a good counter assault unit will ruin the spawns day.


 
   
Made in us
Pestilent Plague Marine with Blight Grenade




Lafayette, IN

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.
   
Made in us
Potent Possessed Daemonvessel





IT is easy enough with a terminator unit just to use them as denial because they can shoot. They just need to be in counter charge range near the things your opponent wants to protect. Sure the spawn can avoid them, but then they are not assaulting the juicy targets either. Spawn need other units to support them to truly work well.
   
Made in gb
Purposeful Hammerhead Pilot





London

Ally with a few Tau and get yourslef a squad of 3 missilesides with 9 missile drones and Park them behind a ADL. They will make short work of the spawn and can even hit them from out of LOS with their SMS.

This message was edited 1 time. Last update was at 2013/06/06 10:58:48


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Made in us
Pestilent Plague Marine with Blight Grenade




Lafayette, IN

Breng77 wrote:
IT is easy enough with a terminator unit just to use them as denial because they can shoot. They just need to be in counter charge range near the things your opponent wants to protect. Sure the spawn can avoid them, but then they are not assaulting the juicy targets either. Spawn need other units to support them to truly work well.


Absolutely. We are talking about spawn in a vacuum when we discuss them and an HQ without the rest of the list.
What makes them effective (for me) is with 6 wraiths and a dlord zooming across the board with them with 8 autocannons firing from the rear. It really works well.
   
Made in us
Khorne Veteran Marine with Chain-Axe




North Carolina

2 HDs and a lord/spawn unit is a good setup. Paired with other demanding units, Maulerfiend/Obliters/ 1 raider with Kharn and Zerkers.

Hounds also play well with spawn to have multiple fast units.


 
   
 
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