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Made in gb
Tower of Power






Cannock

Has anyone used these? I am thinking of running them, they look ok, but the random attacks puts me off. Being beasts is nice though along with S5 & T5.


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150 points to give your Khorne lord on Juggernaut with Ax of blinding fury 15 extra wounds?

Okay!

Or, if you go for a Nurgle Lord of bike you can be looking at 18 T6 wounds that power around the table at 12" a turn?
   
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Cannock

Well I wouldn't be using any of those Lords so they wouldn't be in the equation.

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Unhealthy Competition With Other Legions





Spawn work great as a distraction, forcing the opponent to either waist a lot of shots on them, or risk getting stuck in close combat with them.

It is also a great idea to give your cute spawns MoN, for that all important toughness 6 upgrade.

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Hamburg

 mercer wrote:
Well I wouldn't be using any of those Lords so they wouldn't be in the equation.

How are you then running your Lord with?

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A lot depends on what is in the rest of your list. Spawn have lots of strengths, but also several weaknesses.

Strengths
Good in Close comabt (epsecially with Nurgle), Random attacks are annoying, but you average 25-30 attacks on the charge at S5.
Durable-if you can get Cover T6 with a 4+ or 5+ save is strong, and most things wound them on 6s. Also with 3 wounds each they have good durability against things like Blasts and Heldrakes, where you might only lose one model if the opponent gets lucky. Always go nugle if you are not imbeding a different marked character in the unit, that way they cannot be doubled out.
Fast-They are beasts.
Fearless-they tarpit will and need to be fully killed to be dealt with.

Cons
Bad against high strength force weapons.
Cannot shoot
Random attacks can lead to only getting 1 attack each etc.


Spawn IMO are best used either as a wound soak for a character, or with psychic support (feel no pain spawn are great, invisible spawn as well.)
   
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Keep spawn only units away from walkers. They can not retreat and can not hurt most of them; which is wyh you need an awesome lord with them. 85 pts of deffdread can hold them up all game and if they are not MoN spawn it will quickly kill them.

Against anything else they need people to fail armour saves to roll over a unit. So also avoid terminators.

 
   
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Connecticut

MoN means they can get T6, making them immune to ID from STR 10 weapons. This is important, as otherwise MCs will just smash through spawn.
   
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Blood-Raging Khorne Berserker





New Jersey

If you're not running them with a juggy, axe, khorne lord than mark them Nurgle. I love this unit either way. It's cheap for what you are getting and is a thorn in any enemies side.

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North Carolina

A spawn units always pairs well with 2 Helldrakes.

I like spawn for there speed, otherwise they are average in CC. If you add a lord the unit becomes more killing, and more of a threat to your opponent.

5 Nurgle spawn for 180 pts I think, is a good tough unit your opponent (especially if a weak CC shooting army) has to deal with before they tie up lots of useful shooting units.

I want to run Spawn with Khorne Lord, and some Khorne Dogs for lots of fast threat in the opponents face while helldrakes and oblitz kill everything... Haha.

 
   
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Oregon

I like them running alongside a Maulerfiend. One handles armor, the other infantry and both put pressure on the opponent's army.
   
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Cannock

Redcruisair wrote:Spawn work great as a distraction, forcing the opponent to either waist a lot of shots on them, or risk getting stuck in close combat with them.

It is also a great idea to give your cute spawns MoN, for that all important toughness 6 upgrade.


That's what I am thinking. I haven't thrown on MoN as planning on using 5 Chaos Spawn, though the MoN is extremely appealing.

wuestenfux wrote:
 mercer wrote:
Well I wouldn't be using any of those Lords so they wouldn't be in the equation.

How are you then running your Lord with?


Using Abaddon with Rhino Chosen. Had 150 points spare and options was 4 Tzeentch Termies to sit with Abaddon, Chaos Spawn or switch my third Havoc unit out for 3 Oblits. I prefer the Spawn option as suits my Emperor's Children nicely.

CannedKhorne wrote:A spawn units always pairs well with 2 Helldrakes.

I like spawn for there speed, otherwise they are average in CC. If you add a lord the unit becomes more killing, and more of a threat to your opponent.

5 Nurgle spawn for 180 pts I think, is a good tough unit your opponent (especially if a weak CC shooting army) has to deal with before they tie up lots of useful shooting units.

I want to run Spawn with Khorne Lord, and some Khorne Dogs for lots of fast threat in the opponents face while helldrakes and oblitz kill everything... Haha.


Funny you mention that as I am using two Baledrakes.

I really do love beast units too, currently I used double Beastmasters for my Dark Eldar and plan to use triple Flesh Hounds in my Chaos Daemons army.

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North Carolina

Flesh Hounds are a Badass unit, I want to ally some into my CSM list.

 
   
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Beijing, China

 Jasper wrote:
Keep spawn only units away from walkers. They can not retreat and can not hurt most of them; which is wyh you need an awesome lord with them. 85 pts of deffdread can hold them up all game and if they are not MoN spawn it will quickly kill them.

Against anything else they need people to fail armour saves to roll over a unit. So also avoid terminators.


but spawn are much much faster, so they should be able to engadge what they want, rather than a dread

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North Carolina

Yeah, Spawn get to pick what they want to charge. Especially with a K-Lord present with the unit.

its a fun unit to play and is effective. Plus, you can't run 3 helldrakes with it, so that helps the urge. Haha.

 
   
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Related question: When should MoN lord pick spawn over MoN bikers? (and visa versa)
   
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Oregon

cryhavok wrote:
Related question: When should MoN lord pick spawn over MoN bikers? (and visa versa)


Beyond visual or fluff aspects, I think Bikers will almost always win and the main reason is that you have a champion to help play the Challenge guy.
   
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 Exergy wrote:
 Jasper wrote:
Keep spawn only units away from walkers. They can not retreat and can not hurt most of them; which is wyh you need an awesome lord with them. 85 pts of deffdread can hold them up all game and if they are not MoN spawn it will quickly kill them.

Against anything else they need people to fail armour saves to roll over a unit. So also avoid terminators.


but spawn are much much faster, so they should be able to engadge what they want, rather than a dread


If you run a dread towards a unit of spawn and hold other things back the spawn have to go around the dread to get to anything worth while and are not quick enough to get out of the dreads charge range; presuming you don't let it end up too close to them. If you have a maulerfiend flavoured walker then that's just as quick as the spawn and cheaper than the las/flamer helbrutes I use. (When will this chaos on chaos fighting end?)

This message was edited 2 times. Last update was at 2013/06/14 07:34:28


 
   
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cryhavok wrote:
Related question: When should MoN lord pick spawn over MoN bikers? (and visa versa)


When you expect a meta full of heldrakes. spawn are far more durable vs heldrakes.
   
Made in gb
Tower of Power






Cannock

Right, I used 4 x Nurgle Spawn last night and they did very well. I managed to charge a unit of 4 B.A bikes and rolled a 6 for attacks - 8 attacks per Spawn. They destroyed the entire unit.

Spawn then got multi assaulted by two more biker units, remain locked in combat for two turns, both times I rolled a 6 for number of attacks and one turn I got the poison attacks. One unit of bikers ran off.

In the end the 144 point Chaos Spawn unit took out a bike unit and kept another tied up for the entire game along with a Priest and starting taking them out. I was very impressed with them.

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I love spawn. They pair really well with other fast units such as maulerfiends and raptors.
   
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Beijing, China

 minigun762 wrote:
cryhavok wrote:
Related question: When should MoN lord pick spawn over MoN bikers? (and visa versa)


Beyond visual or fluff aspects, I think Bikers will almost always win and the main reason is that you have a champion to help play the Challenge guy.


+1,000,000


Automatically Appended Next Post:
cryhavok wrote:
Related question: When should MoN lord pick spawn over MoN bikers? (and visa versa)


also MoN lords need to ride bikes or a palanquin. Thus they dont synergize as well with spawn. If he is on a bike, then it works well to put the lord with bikes.

This message was edited 1 time. Last update was at 2013/06/14 15:03:05


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Oregon

Thinking crazy thoughts but what about MoTz on Spawn for some tiny constant save?
   
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Beijing, China

 minigun762 wrote:
Thinking crazy thoughts but what about MoTz on Spawn for some tiny constant save?


only with allied grotznik. Cybork spawn get a 4++

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 Exergy wrote:
 minigun762 wrote:
cryhavok wrote:
Related question: When should MoN lord pick spawn over MoN bikers? (and visa versa)


Beyond visual or fluff aspects, I think Bikers will almost always win and the main reason is that you have a champion to help play the Challenge guy.


+1,000,000


Automatically Appended Next Post:
cryhavok wrote:
Related question: When should MoN lord pick spawn over MoN bikers? (and visa versa)


also MoN lords need to ride bikes or a palanquin. Thus they dont synergize as well with spawn. If he is on a bike, then it works well to put the lord with bikes.


A bike MoN lord synergizes well with Spawn. Sure their movement doesn't match perfectly but you are still getting over 12" a turn in the movement phase, so they are still mobile enough to be a definite turn 2 charge unit. Also the loard with a PF and LC gives you that extra killyness and prevents them from being tar pitted by walkers and MC ect.
   
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 Exergy wrote:
 minigun762 wrote:
Thinking crazy thoughts but what about MoTz on Spawn for some tiny constant save?


only with allied grotznik. Cybork spawn get a 4++


I WANT THIS.

I mean, I want someone to convert this army...because it would look fething awesome.
   
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Temple Prime

 Exergy wrote:
 minigun762 wrote:
Thinking crazy thoughts but what about MoTz on Spawn for some tiny constant save?


only with allied grotznik. Cybork spawn get a 4++

Wait, wait, don't you need to be battle brothers for this to work?

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Right, I used 4 x Nurgle Spawn last night and they did very well. I managed to charge a unit of 4 B.A bikes and rolled a 6 for attacks - 8 attacks per Spawn. They destroyed the entire unit.

I don't have the chaos book so I'm not sure how this was done. 32 attacks =16 hits. 16 hits equals 8 wounds. 8 wounds 2-3 unsaved wounds. If they had FNP that's less wounds suffered. Did the spawn have FC? Was there another USR they benefitted from I'm unaware of? Or was it a case of wildly good luck on your part & probability smashing bad luck on the BAs side?
   
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Vallejo, CA

mercer wrote:Using Abaddon with Rhino Chosen. Had 150 points spare

There are cooler things you could do with those points than just spawn, though.

I don't quite get the point of them, honestly. They can mangle light infantry, but practically everything else in the codex can do this already. I'd think that something a little heavier hitting would be more useful, whether a maulerfiend (which is fast, tough, and can seriously wreck harder targets), or 4x combi-plasma terminators (because ouch), or even just passing out a ton of destructor blades for everything and watch with glee as you do 4 or 5D6 S5 hits or so in a single turn without even needing to pile out of their rides to do it.



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 Kain wrote:
 Exergy wrote:
 minigun762 wrote:
Thinking crazy thoughts but what about MoTz on Spawn for some tiny constant save?


only with allied grotznik. Cybork spawn get a 4++

Wait, wait, don't you need to be battle brothers for this to work?

Looks like it may work.

Any model in "the army" grotznik can cybork.

It's not that great.... *shrugs*

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