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converter666
December 16th, 2007, 09:27
Is a spawn a good rare choice?

frozencore
December 16th, 2007, 10:06
Slaanesh spawns are as they move quickly. Other spawns might end up getting left behind. Given that they are unbreakable and have quite a few attacks if you roll well, they can be effective if used properly. It is all really a matter of taste.

Hollow_Man
December 16th, 2007, 12:51
Yes they are, they are quite cheap for their stats, cause fear, are unbreakable.

So they can be used as flank holders and will generally hold 2 turns;

or they can be used as fire baits, throwing them at the enemy gunlines (imo a unit of gunners cannot stand an average charge from a spawn) who will be forced to shoot'em;

or they can be used as "flesh chariots" in regular combat, maybe if in pairs, or they can act as supporting flankers.

Bye! :P

Phoenix
December 16th, 2007, 16:37
Generally i agree, spawns make a fantastic rare choice. They are pretty cheap, and being unbreakable gives them a hugely useful tactical role.

As for marks, Undivided is good as a base for them, but if you can afford it, id say upgrade them.
Slannesh tops the list for me, and for most people i think. The extra movement is fantastic.
Khorne comes in second, the Str boost can be good for taking out lightly armoured enemies. slightly more easily.
Tzeentch comes third, but by quite a way. These things are meant for a combat role, the breath attack may come in handy ocasionally, but it isnt very deadly.
Nurgle comes last by a huge margin, poisoned attacks really arent that rilliant considering what else is available.

Having said that, id also say that for 'fluffy' reasons, if you play a Marked army then spawns should be marked along wth your list, even if you play Nurgle.

MouseC112
December 26th, 2007, 17:12
I personally would use them, except that I don't have a model I like for them yet. For the points vs what they do they seem fantastic against regular units, but I wouldn't throw them against elite units all that much. Don't be afraid to hurl a slaanesh spawn through terrain, it will slow them down as normal, but you don't need to declare the charge so its a nice way to catch an opponent off guard.

Auere
January 7th, 2008, 12:17
Has anyone ever considered nurgling bases instead of chaos spawns? 20 points cheaper, and you dont have to roll their moves...

MouseC112
January 7th, 2008, 14:19
Has anyone ever considered nurgling bases instead of chaos spawns? 20 points cheaper, and you dont have to roll their moves...

Many people do use nurglings however they are not a rare slot in a chaos based army. Nurglings, to my knowledge, are also bound by the instability rules, and do have to leadership check and run the risk of disappearing instantly. Spawns are unbreakable, and get stuck in combat, if your opponent struggles to do wounds, you can often get stuck in and hold up elite units pretty well. The units would fit different roles and occupy different slots pending your army composition.

Hollow_Man
January 7th, 2008, 22:35
When i use undivided, i always field nurglings: 2-4 bases depending on how many points i can spend.

And then i cast upon them luxurious torment or delicious excruciation as soon as i can (if i have the spell, obviously - but it's likely since i play with 4+2 levels of slaanesh magic plus a spell familiar).
Frenzy gives them a serious chance of hurting enemies, while the backfire can easily be absorbed by the ward save (and even few wounds are not a problem).
Then comes my delight: if you manage to cast the excruciation you've got an unbreakable swarm which has got more than decent cc stats, causes fear, can be hit at -1 (for a possible 7+ to be hit in cc), and has got a ward save.
Hey then if you lose combat nothing happens...WOW!!! ;o

Here i showed the pros, the cons are mainly:
- they tend to vanish as every other silly daemon from 6th edition, BUT have got high leadership
- they cost too many points to be used as a plain tar-pit

So they are a risk that imo is worth taking, but don't expect anything assured.
If you want to be quiet, go for spawns, that are the ultimate living tar-pit! ;Y

MouseC112
January 8th, 2008, 14:23
When i use undivided, i always field nurglings: 2-4 bases depending on how many points i can spend.

And then i cast upon them luxurious torment or delicious excruciation as soon as i can (if i have the spell, obviously - but it's likely since i play with 4+2 levels of slaanesh magic plus a spell familiar).
Frenzy gives them a serious chance of hurting enemies, while the backfire can easily be absorbed by the ward save (and even few wounds are not a problem).
Then comes my delight: if you manage to cast the excruciation you've got an unbreakable swarm which has got more than decent cc stats, causes fear, can be hit at -1 (for a possible 7+ to be hit in cc), and has got a ward save.
Hey then if you lose combat nothing happens...WOW!!! ;o

Here i showed the pros, the cons are mainly:
- they tend to vanish as every other silly daemon from 6th edition, BUT have got high leadership
- they cost too many points to be used as a plain tar-pit

So they are a risk that imo is worth taking, but don't expect anything assured.
If you want to be quiet, go for spawns, that are the ultimate living tar-pit! ;Y


Your slightly incorrect in your interpretation. The wounds from the magic spell luxiurious torment are a magic attack. As its a magical attack it cannot be saved by your daemonic aura save. Remember that a daemonic aura save is completely different from a regular ward save. A daemonic aura save cannot be used against magical based attacks, the only exception is if your playing a daemonic legion which by their rules upgrades your daemonic aura save. Just something to keep in mind.

Hollow_Man
January 8th, 2008, 17:54
Thanks for the correction about the magical hits, i was so used to aura that i didn't mention it.
But for slaanesh spells #2 and 6, it's precisely stated that they work on units that are immune to psychology and deamons alike.

Bye!

MouseC112
January 8th, 2008, 18:09
Thanks for the correction about the magical hits, i was so used to aura that i didn't mention it.
But for slaanesh spells #2 and 6, it's precisely stated that they work on units that are immune to psychology and deamons alike.

Bye!

LOL: You probably replied while i was editting my post still. I looked up the spells on GW online, immune to psych units are affected normally, then went back and editted the post. Its a good think to know as I use daemons sometimes in my beasts.