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Made in gb
Dakka Veteran





Hey chaps,



Anyone tried a spawn rush list? With BL allies you can have something like 2 max units of nurgle spawn, 2 drakes, 3 maulers and the obligatory 3 min cultists (in reserve of course), plus 2 bike sorcerers rolling on biomancy to beef up the spawn. That's all in 1500 points. Not much concern for anti air but it seems like not much could stand up to that on the ground!



Thoughts?
   
Made in us
Possessed Khorne Marine Covered in Spikes




Virginia

Nurgle Spawn by themselves are good, but they are not strong in CC, they are only extremely durable. Against any dedicated CC unit, they are going to have a tough match. Or against any other durable unit, they will be tied up for a long time. Putting them with a more potent CC model will make them a lot better, as you have a lot of durability and also potency.

The Idea is pretty good, I'd change out the sorcerer for a Nugle Biker lord with Black Mace/powerfist to handle nasty things that could tie up the spawn. As well, I'd trade the other sorcerer for the far superior psyker Be'lakor. He would beef up the spawn to the point of awesomeness using invisibility on them, that way they would be even more fantastic in CC, and almost invincible outside of CC. Keep a Heldrake in there with Hades for anti-air. You could even scale this down to 1000 points (which is the exact list I'm running and why I changed so much)

Nurgle Biker Lord - Black Mace/Power Fist/4++/Defensive Grenades (warlord)
Be'lakor
2x10 Cultists
5 Nurgle Spawn
Heldrake - Baleflamer

For 500 more points, I might throw in another Spawn unit, maybe another Heldrake (use Be'lakor as your Black Legion HQ and add another unit of cultists).

So It might look like this

Nurgle Biker Lord - Black Mace/Power Fist/4++/Defensive Grenades
2x10 cultists
2x5 Nurgle Spawn
Heldrake - Baleflamer

Be'lakor
10 Cultists
Heldrake - Hades


And you'd have 100 points left over for whatever you wanted. My suggestion would be to use another vanilla biker lord on there with a power axe in the other unit of spawn
   
Made in us
Boom! Leman Russ Commander






This is one of the stronger chaos marine builds. Attach a pumped up close combat chaos lord or other character to 2 seperate squads and you have a deathstar guaranteed to hit the enemy without having to worry about your heavy hitters ever even getting shot at. its called slingshotting and it works to great effect.

clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in us
Daemonic Dreadnought





Eye of Terror

I used to run spawn rush in 5th edition with 1 CL, 2 squads of 5 CSMs, and 33 spawn. It was a vicious list and destroyed a lot of things.

In 6th edition, you can do something similar with 30 spawn at 2,000 points with double FOC. This means you need to include other units to spend up to those points, but it can be interesting. I have played one game with this list and enjoyed it, but not enough to try running it all the time.

re: the point about them not being tough in cc, it's a matter of numbers. 5 spawn are not tough, 15 are extremely tough. To give you an example, they wiped out a large squad of Nob bikers in 1 turn without losing a single model. It's just a ton of rolls.

re: the point about slingshotting, there's also advanced slingshotting. Have 2 squads going out in different directions, in a v shape. Have a CL at the vertex of the V and join the squad you wish to assault with the turn it happens. It lets you cover most of the board.

   
Made in us
Boom! Leman Russ Commander






They are indeed tough and outright brutes in close combat. The thing your doing with them is using them to deliver your REAL heavy hitting characters into combat in complete safety. Once tere, you have the entire enemy deployment in assault against things that die VERY hard, deliver great punishment and the characters just go from squad or tank to squad or tank wiping them out.

clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in us
Automated Rubric Marine of Tzeentch




Rose-Hulman Institute of Technology

If you can find a way to do it, infiltrating 3 squads of 5 MoK spawn with invis would be HILARIOUS

you'd have to take ahriman and another sorcerer, get invis on both of them, then roll a D3 for ahrimans inf roll for that all to work out, but the thought makes me giggle.

"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons  
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

I only have experience with a single unit of 5 MoN spawn. They performed well at a tournament yesterday (4 rounds). My favorite part is when they had a 4+ invulnerable thanks to Fateweaver and they charged two Tactical Squads and a unit of Dev. Centurians and made the Centurians run off the board.

Spend points on Drakes instead of more spawn. Single unit is fine.

This message was edited 1 time. Last update was at 2014/01/27 03:00:05


 
   
Made in ru
!!Goffik Rocker!!






I've stopped using nurgle spawns in friendly games cause of how effective they are. I mean there are many lists that can't deal with very cheap and tough t6 beasts accompanied by a biker sorc/lord.
About indeps. I prefer sorc. He's not that frightening in mellee but provides useful buffs and can instakill stuff from time to time. And he increases deny the witch rolls. U'd apretiate those 5+ or 4+ vs hallucination, enfeeble or stuff like this.

This message was edited 1 time. Last update was at 2014/01/27 09:26:25


 
   
Made in gb
Tzeentch Veteran Marine with Psychic Potential





Stafford

Theyre great, but as others have pointed out their biggest strength is their speed & durability.

Instead of using allies, use double force org at 2k. Then you can have 2 drakes & 4 units of spawn. Use them to disrupt your opponents line*, smash up troops and heavy support squads. Try to avoid getting into combat with actual combat units, shoot them instead.

*this will not work against Tau. Approach with caution.

My current 2k list is a variation of

lord/sorc on a bike
3 units of 5 spawn
cultists/CSM mix for troops
1 drake
autocannon havocs
3 units of 2 oblits.

Sometimes I'll swap out units, I might take another drake instead of 1 unit of oblits, or change my troops around a bit & include a black mace prince, but the backbone of the list is the spawn.


Automatically Appended Next Post:
 changerofways wrote:
If you can find a way to do it, infiltrating 3 squads of 5 MoK spawn with invis would be HILARIOUS

you'd have to take ahriman and another sorcerer, get invis on both of them, then roll a D3 for ahrimans inf roll for that all to work out, but the thought makes me giggle.


Can't be done unfortunately. Ahriman & Huron can only infiltrate infantry, & spawn are beasts.

This message was edited 1 time. Last update was at 2014/01/27 09:38:53


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- Lord_Blackfang on moving large units


 
   
Made in us
Nurgle Veteran Marine with the Flu





Eaton Rapids, MI

Have had lots of experience with Nurgle Spawn. My 1850 tourney list (doing really well lately too!)
Sorc on a bike
Sorc on a bike
5 x nurg spawn
5 x nurg spawn
heldrake
mauler
mauler
cultists
cultists
destroyer lord
warriors in scythe
warriors in scythe
annihilation barge

Spawn are always the MVP especially when buffed up with Endurance or Invisibility. They take most opponents by surprise and just run through their army. I think Spawn lists are the only viable assault based list in 6th edition.

Fly Molo of Dark Future Gaming!
http://darkfuturegaming.blogspot.com/ 
   
Made in us
Regular Dakkanaut




I think past 1 unit of spawn as a wounds pile for a lord other fast moving threats are better for their points value. In the CSM codex drakes, FMC (belakor/prince) do better. That being said I think some cool nurgle spawn lists could be made as long as they have long range support like in the above list.

This message was edited 1 time. Last update was at 2014/01/27 20:59:20


 
   
 
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