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Giant Spawns! LoW choices and are they any good?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Dakka Veteran





about: Giant Spawns are from Imperial Armor 13: Warmachined of the Lost and Damned. They are a Lord of War choice if you chose "Mutant Overlord" as the upgrade for your Arch Demagogue. Doing so allows you to run a squadron of 3 in one slot. They have no options, but instead roll on a d3 to determine what bonuses it has per turn such as 2++ fnp, enemy models lock in combat with it suffer -2 to their intiative, and s6 ap- at i10 of the combat phase. These things have +1 Str and Toughness, wounds compared to regular spawns and have d6+2 atk. One Giant Spawn is the price of 5 Chaos Marines plus 1 melta bomb. 3 Giant Spawns are the price of a landraider. They are not GMC but are MCs. so they only move 6" not 12" like GMC or Beasts.

Question:
Can these be good? What psychic powers shoild be cast on them?

This message was edited 1 time. Last update was at 2017/02/24 17:59:16


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Made in us
Decrepit Dakkanaut




Depends how fast they are. That's one of the primary bonuses of regular Spawn after all.

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Made in us
Longtime Dakkanaut




Northridge, CA

They're stupidly slow, only able to move six inches.
   
Made in us
Dakka Veteran





The writers of IA13 really screwed up by listing these guys as MCs rather than GMCs and not even beasts...

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Made in at
Dakka Veteran






Are you sure they come in a squadron/unit? I thought it simply says you can take 1-3 solo giant chaos spawns who are independent of each other
   
Made in us
Dakka Veteran





I might have used the word squadron loosely to mean you can spam 3 in 1 LoW slot.

Is it better to he a group of 3 or 3 independant models that can not join any thing?

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Made in us
Auspicious Daemonic Herald





 CadianGateTroll wrote:
I might have used the word squadron loosely to mean you can spam 3 in 1 LoW slot.

Is it better to he a group of 3 or 3 independant models that can not join any thing?

MSU is always better unless you are going to buff the unit
   
Made in cn
Prophetic Blood Angel Librarian




It's not a unit, it is 3 individual Giant Spawn.
In most other armies their (lack of) speed would be a major issue, but with R&H the opponent will often come to you as they aren't going to be winning a shooting war against you. You also have access to normal spawn for quick objective grabbers so that's not too much of an issue. Because of this they are excellent for their points! I often run 2. They can threaten a multitude of units.
They are also very good supporting an Unending Host as they benefit from a 3+ mobile cover save and can threaten anything that closes on your blobs.


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Side note: I use a massive Skaven beastie thing (forgotten it's name) for mine. Looks pretty sweet!

This message was edited 1 time. Last update was at 2017/02/23 08:48:56


 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

considered them when i got IA13 then you look at how fast they go...

i'd rather take normal spawn and mix in maulterfiends

 
   
Made in us
Auspicious Daemonic Herald





The only decent use for Giant Spawn is counter-assault. It's not fast enough to actively chase down CC targets but it is cheap and hits hard for the price so you can afford to leave in the back to defend your back line
   
Made in us
Krazy Grot Kutta Driva





UC Irvine

You could also take them in the heavy support section of the Chaos Daemons book.

I've been meaning to find a way to fit them in my list because they're so cheap and resilient. Maybe grab three and Geomortis them into my opponents backline? Could be fun
   
Made in us
Dakka Veteran





If we compare Giant Spawns to Tomb Spyders then the Tomb Spyder is the clear winner being 30pts less. With that in mind, how else can we utilize Giant Spawns?

What is Geomortis?

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Made in us
Lesser Daemon of Chaos




Utah

I use a warhammer fantasy Maggoth for my giant spawn.
-Cost effective. Yes
-Competitive. Possibly? If you can position it well. It is pretty slow. And can be a fire magnet.

"Accept that Tzeentch has a place for all of us in his grand scheme, and be happy in the part you have to play." "This is Chaos. We don't "ka-frickin'-boom" here."  
   
Made in us
Dakka Veteran





Is there any way we can infiltrate or scout move or deep strike these giant spawns?

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Made in us
Krazy Grot Kutta Driva





UC Irvine

 CadianGateTroll wrote:
If we compare Giant Spawns to Tomb Spyders then the Tomb Spyder is the clear winner being 30pts less. With that in mind, how else can we utilize Giant Spawns?

What is Geomortis?


Not familiar with Tomb Spyders, what are there stats like?

It's one of the newer psychic disciplines available to CSM. One of the powers (forgot the name) let's you pick up a piece of terrain (and everything on it) and move it 24ins


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Astrial Something (tzzench relic) allows one unit to move like jump infantry per turn?

As far as deepstrike/inflitrate/scout, I'm not sure of anything that gives those

This message was edited 1 time. Last update was at 2017/02/24 18:36:24


 
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

 CadianGateTroll wrote:

If we compare Giant Spawns to Tomb Spyders then the Tomb Spyder is the clear winner being 30pts less. With that in mind, how else can we utilize Giant Spawns?

Tomb Spyders are indeed crazily cheap, but they only have something like 2 attacks. For their still very cheap price, Giant Spawns compare pretty favourably against most close combat oriented MCs in the game (considering you can get two or more spawns for the price of most of those MCs). Gotta admit most CC MCs are pretty crap though.

 CadianGateTroll wrote:

What is Geomortis?

A psychic disipline, which contains the power Worldwrithe. It's the chaos version of Shifting Worldscape.
Sit your spawns on a piece of terrain, cast worldwrithe on the terrain, and sail it 24" towards the enemy. Models on the terrain take dangerous terrain tests, but who cares. Spawns ignore those anyway.
I think they can even declare a charge after the move. Should work with any assault unit really, but I haven't actually seen anyone try it in a game yet.

This message was edited 1 time. Last update was at 2017/02/24 18:44:56


 
   
Made in us
Dakka Veteran





My biggest issue besides 6" move is having these Giant Spawns over come av12 from common walkers. Str 6 means I need 6s to glance which can happen with d6+2 attacks. Smash is i1 and only 1 attack.

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Made in nz
Longtime Dakkanaut





Auckland, NZ

That is indeed a problem. The only answer I've got is to keep your S6 MCs away from AV12+ walkers. It's not a happy place for them in 7th edition.
Get other units to shoot down the walkers.
   
Made in us
Dakka Veteran





I wanted to avoid using mauler fiends due to csm tax and them being walkers them selves.

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