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Well, here's an idea...
Suppose you are facing off against a chaos player - he has - a few big squads of Chaos Marines, big bad-ass daemon prince, some raptors outfitted for close-combat, a defiler, a small terminator squad and 2 chaos spawn.
You're sitting there with a variety of autocannons, missile-launchers and a lascannon or two.
What do you shoot at? Maybe the daemon prince or raptors before they can get to close-combat - maybe the defiler before it starts firing it's big battle-cannon.
Would anybody make the spawn a priority target? I doubt it. Not when faced with many more, much more threatening targets. And if they do, good! Something else, much scarier will not get targeted.
In the mean time, the spawn do their thing, lumbering across the board and by time your opponent has dealt with the other threats, the spawn are in close-combat.
I don't know, I'm starting to think that though they look like crap on paper, they might prove to be a bit better than anybody expects on the table. I've heard the same thing about Possessed...
the problem with that thought is the same as the problem with fielding any unit that's "not scary" so it doesn't get shot...or fieliding a unit as a "fire magnet". Usualy people see this as good tactics...when in actuality the term "fire magnet" means big scary thing that will give me a decided advantage in the game if I can kill it, and "not scary" translates to unit that will be harmelss for 3-4 turns and really stands little or no chance of actualy affecting game outcome. imho one of chaos' strengths is that every unit is so versatile. Every unit can be a true threat to the oponent. Even our basic troops armed well can take on much "scarier units". theres alot of stuff you can do with 80pts that are far scarier than two spawn. How about a pair of rhinos to get a unit into range faster, or an extra obliterator? I would love to see the new demon books include areas that make spawn and possessed usefull. Maybe allowing you to pick the power of possessed (2 options per demon?) and giving spawn the old demonic speed rules (fleet and move as cavelry, maybe rending?) IMHO if they did that and maybe transfered abilities to your core troops (nurgle gets infiltrate, khone gets blood frenzy, maybe fnp and an extra wound or something for tzeench and slanesh) but as they are I don't think possessed or spawn are highly viable opions for a competitive list right now. Just my opinions of course.
Deathguard after new dex
Not that I play chaos, but the best use for Spawn that I can see is a certain psychic power that gets around their movement problems.
Well, spawn count as beasts. I am not sure what that means exactly (don't have my basic rulebook to look it up at the moment), but I was under the impression that beasts move as cavalry.
Ya spawn moves just like a calvary model except it also suffers the Slow and Purpose rule, so basically it only moves up to 6" determined by rolling difficult terrain test, then fleet D6", and charges 2D6 pick the highest and multiply by 2. IMO Spawn is way too slow for being a fast attack, they should probably move it to troops with their lesser daemonkins.
In combat term, spawns are a ghetto-swarm unit for the Chaos since they got rid of the nurgling bases, so anyone who used to use nurglings should find them to be just the same.
Anima Tactics - try it out!
except for the fact that they are 4 times more expensive than nurglings used to be and not improved enough to warrant the cost difference.In combat term, spawns are a ghetto-swarm unit for the Chaos since they got rid of the nurgling bases, so anyone who used to use nurglings should find them to be just the same.
I am going to qoute myself here to give everyone a little perspective:There is how "effective" spawn can be...Let's just say that you rolled the max number of attacks against a marine assualt squad, you would end up hitting 9 times, causing 6 wounds, killing 3 marines. Your 120 pts of spawn can kill 3 marines at best in a single round of combat. but let's not forget that marines are striking before the spawn and a ten man assualt squad with a powerfist will do around 5 wounds before even being hit by your spawn. This is not taking into account a charge bonus for either side.
So, the marines do 5 wounds to the spawn, the spawn will then do 2 wounds back and during the next round die. To me that seems like some easy VPs... and it's much the same if not worse against termis.
IRON WITHIN, IRON WITHOUT!
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