Overview
There has been a lot of talk lately about how "Spawn are the new black" While spawn are very good, the
CSM biker has been overlooked. This post is to compare how well the spawn stack up next to
CSM bikes.
Points per Wound
The biggest point people are brinigng up is that the spawn are 30 points for 3 wounds. This equates to 10 points a wound. Bikes cost 20 points a wound -- so on the surface the spawn appear to be twice as cheap for the same amount of wounds.
The spawn lack an armor save, however, so they will be taking additional wounds that the bikes save from. In the case of any weapon that gives a save, the bikes will be taking 1 wounds for every 3 that the spawn do. In other words, for every 20 point bike that dies, a 30 point spawn will die.
Wounds caused by weapons that provide no save are a different matter. Bikes can jink 1/3 of those saves normally, or 50% of them when moving flat out. This means when moving flat out, the bikes will take 1 wound for every 2 the spawn do -- or an equal point to point ratio of attrition. When shooting their guns, the bikes fall behind in the attrition race from AP3 or lower shots.
So before adding marks, the
CSM bikes are actually cheaper points per wound than spawn.
Getting There
Beasts and bikes both move 12" during the movement phase.
During the movement phase, bikes can move an extra 12", where beasts will move an extra
d6" inches. Beasts can reroll this with fleet.
Bikes are never slowed by difficult terrain (but suffer wounds 1/18 of the time) where beasts get move through cover.
Bikes and beasts charge moves are not slowed down by difficult terrain. Beasts have fleet, so will have on average a 2" greater assault range.
Note : Sticking a model without fleet with beasts causes the entire spawn unit to lose the fleet benefits.
For purposes of movement, bikes have the advantage. While beasts can assault slightly further than bikes, the bikes can reasonably expect to assault anywhere on the board on turn 2. The beasts may roll like crap on their run and not be in assault until turn 3.
Assault Effectiveness
For the purposes of point costs, this section will equate 3 bikes to 2 spawn. Both sets base cost 60 points. The most common enemy toughness is 4, so this comparison will use that as a baseline.
When spawn assault, they have random effects.
1/3 of the time, the spawn will be able to re-roll their attacks, changing the average roll from 3.5 to 4.5. This means that normally the two spawn will have 9 attacks, with 13 on the charge. 50% of these will hit
WS 6 and lower, and 2/3 will wound T4.
1/3 of the time, the spawn will have poisoned weapons, causing their chance of wounding T4 to go from 2/3 to 8/9. Their attacks from 2 normally.
1/3 of the time, the spawn have no additional offensive capacity.
Normal
..hit.......wound..attacks......mutated....total
50.00% × 66.67% × 9 × 33.33% = 0.00, plus
50.00% × 83.33% × 7 × 33.33% = 0.00, plus
50.00% × 66.67% × 7 × 33.33% = 0.00,
This gives a total of 2.74 wounds delivered from 2 spawn.
Charge
..hit.......wound..attacks......mutated....total
50.00% × 66.67% × 13 × 33.33% = 0.00, plus
50.00% × 83.33% × 11 × 33.33% = 0.00, plus
50.00% × 66.67% × 11 × 33.33% = 0.00,
This gives a total of 4.19 wounds delivered from 2 spawn when the spawn charged.
Bikes are a lot more predictable. Bikes have one attack base, with an extra
CCW. At base, 3 bikes will have 6 attacks.
When charging they get one extra attack, with hammer of wrath hits. One can expect ~3 bikes to get hammer of wrath hits. I state this from playing a bike army for years. You cant expect to get more in base on your first round -- while it happens sometimes its not something you can plan on.
Normal
..hit.......wound..attacks......total
50.00% × 50.00% × 6 × = 1.5 wounds
This gives a total of 1.5 wounds delivered from 3 bikes.
Normal
..hit.......wound..attacks......total
50.00% × 50.00% × 9 = 2.25 wounds plus
100% * 50.00% * 3 = 1.5 wounds
This gives a total of 3.75 wounds delivered from 3 bikes.
This means point for point, the spawn are better in assault. The round of assault, the gap is not much different but over protracted combats the bikes deliver 48% of the wounds!
However, both of those values do not equal much killing in assault. 2 spawn will kill less than one
MEQ on average per turn in protracted assault, probably wont kill 2 on the turn they assault. 10 grey hunters + terminator wolf guard can bog down the both squads.
Bikes do have a few advantages in assault. They strike at a higher
init, and require a
WS 9 opponent to hit on 5s, were a
WS 7 will cause spawn to hit on 5s.
MEQ striking back at spawn will hit on 3s.
As such, both squads rely heavily on a strong
IC/sargent to sway the battle. A
CSM seargent with a
PF will be doubling the unsaved wounds to
MEQ, and a
IC with a daemon weapon can completely change the battle.
As such, both bikes and spawn can be viewed as delivery mechanisms for ICs!
Guns Guns Guns
CSM bikes can take up to two special weapons per squad. Even taking two flamers for 10 points can make a huge difference to the squad as a whole. Alternatively the
CSM can take melta weapons to deal with enemy armor or
PGs to take down enemy
MEQ.
Given the assault nature of
CSM bikes, I would go with flamers and melta bombs for the champion. This lets the bikes threaten both targets equally well.
What can 2 flamers and 8
TL bolters do? Assuming on the turn the
CSM bikes will be assaulting they can get 4 models under each flamer...
..hit.......wound..attacks......total
83.33% × 50.00% × 16 = 6.67 wounds plus
100% * 50.00% * 8 = 4 wounds
Or they will do 10.67 wounds to
MEQ from shooting. This helps improve their overall assault capability by inital fire.
Note : Do NOT do this vs any unit with combat tactics or they will fall our of assault range.
The bikes also get overwatch -- allowing them to do ~3.9 wounds to
MEQ during overwatch. (assuming the squad has dual flamers). This is due to bikes having
TL guns and flamers doing d3 hits. While this will not do much good to
MEQ, it will have a significant impact on units like dark eldar wytches.
Bolters can also be used to make
FMCs make grounding checks. They can also be used to snipe off wounded squads during late game. Simply put, the bolters give options that the spawn do not have for late game contesting/quarter control.
Marks
This is where spawn pull ahead. Since there are half as many models to mark, the marking bikes costs twice as much. This is a difference of 30 points when your putting a
MoN on both squads.
CSM bikes benifit the most from Khorne or Nurgle.
Khorne gives rage and counter-attack allowing the bikes to still get more attacks when assaulted. Nurgle makes the bikes tougher to bolter fire.
Spawn have more options. Nurgle helps to improve their survivability. Slaanesh means they hit at the same time as
MEQ. Khorne gives them counter-attack.
Spawn have better effects from marks simply due to the price discount on marking up the spawn.
Everything Else
Spawn are fearless. Bikes need to utilize an icon to gain this.
Spawn cause fear. Bikes of nurgle can pick up an icon for this. Fear is useless in either case.
Bikes can pick up icons if desired. Icon of Wrath is useful -- giving the a greater assault range. Icon of Excess can give
FNP increasing durability.
Bikes have a champion of chaos, which is an advantage for punking weaker champions for easy boons. They also have someone they can feed to a
MC or
IC for a turn, when required.
Bikes can take "Vets of Long War", which increases the number of wounds the
CSM cause in assault on round one vs
MEQ. This can be very useful, depending on your meta.
Bikes have a larger game footprint than the spawn do. Their bases are larger, and there are more in a squad. This can allow you to threaten more targets at once with them, but also makes them more vulnerable than spawn to enemy fire -- as more enemy models will be able draw
LoS to some of them.
You can invest more of your army points in bikes, as each squad can have up to 210 points invested in bikes, where spawn units are limited to 150 points per squad. When pushing hard for an assault army, this can be an advantage.
Summary
Both units are excellent transports for an
IC, and serve this job quite well.
Both squads have advantages and disadvantages over each other. They are both valid units for roughly the same point cost.