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Well its pretty much agreed with the majority of people that spawn are the worst choice ever, but I really want to see that awesome model be used more.
This thread is basically what it says, how would you make spawn better. (But obviously keeping things balanced.)
I would probably boost intiative to 4 and give it rending attacks with a standard 3-4 attacks for 45-50 pts. Too good? Still to bad?
Let me know what you think, because I know you've been thinking of how they should have been made from the first time you looked at their stats.:happy:
That's not OTT at all - especially considering that in many circumstances raveners are also immune to instant death.
I'd further more give them their power armour save back.
what about this?
S d6+1 (Rolled at the beginning of the game)
T d6+1 (Rolled at the beginning of the game)
W d6+1 (Rolled at the beginning of the game)
A d6+1 (Rolled at the beginning of the game)
Unit size: 1-5
Slow and purposeful
Kinda wacky. Just an idea?
It's a chaos spawn, after all, and I like the idea of variable stats. It would add a lot of character if no two were exactly the same in stats the same way theyre not souupsed to look all the same. The chaos gods are fickle. I think I would go for something like this:
Sv 5+ inv
S/P, Fearless, Beast, Rending
That way even if you roll the worst stats its not completely worthless and if you roll well it's pretty nasty, but not unbalancing. On average it'd be only slightly better than meq with rending and an extra wound.
Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so. - Douglas Adams
Well, I don't know a lot about them as is, but I'd give them a 3+ save again, and maybe then they'd be useful eh?
"If you can wait til I get home, then I swear we can make this last."
At least make them able to take a hit. A simple 5+ Inv would help out a lot.
Rending attacks, or at least Power attacks would make sense. They're spawns of Chaos, after all.
Half Gods are worshiped with Wine and Flowers. Real Gods are worshiped in Blood.
Blood for the Blood God! Beer for the Bronze Keg!
How about just working on decreasing the point cost of the spawn. It's stats, aside from not having a save, are pretty good. So, restoring its 3+ save and reducing its cost to 30 would do wonders for the spawn's viability.
EDIT: One of the problems with making all of its stats random is that it removes all reliability. We may be chaos, but at some point, the stats must still remain somewhat within the realm of predictability. You don't want to be left locked in c.c. with a monstrous creature, only to find out that the spawn's S/T are reduced to 2. Some random factors are just good policy and very fluffy, but seriously, making the whole stat line a coin toss virtually invalidates the spawn's effectiveness.
Something else to consider: With a random toughness, how exactly would one determine the instant kill? It's not a matter of simply saying that the instant kill is based upon the particular toughness at the time, as G.W. is moving away from such complications.
Last edited by Rabbit; November 12th, 2007 at 06:59.
Spambot kill tally. . .337
Spawn should have a wynch like system, a decent save, a move less weirdly.
Giving them essentially all good powers, but making it somewhat random, keeps things fresh for the chaos player, and keeps the random fluff accept, while also allowing for usable models.
I think it should be at least a 4+ armor save, and a 5+ invunerable.
I think the powers should be something like this:
WS 3, BS 0, S 5, T 4, W 2, A 4, I 3, SV, 3+/5+ LD 8
1) Mutation has vastly increased speed, moves as calvary, add plus 2 Initiative.
2) Mutation has transformed the spawn into a psychic warp entity, enemy models within 12 inches of the spawn -2 LD. Spawn may use doom bolt, without passing a psychic test at BS 3.
3) Mutation has enhanced the spawns ability to kill, Add +2 WS, +2 A, +1 S. Add fleet special rule.
4) Mutation has gifted spawn with flight, may move as jump infantry, on the charnge, double spawns WS, A, I, attacks count as rending.
5) Mutation has become a hulk, hulks profile: WS 2, S7, T6, W4, A4, I2, 2+/4+, monstrous creature, lumbering: roll a D6 each turn to determine movement distance. May assault 6".
6) ok so perhaps a few of these need to be toned down a bit.