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do any of you use chaos spawn? and if you do how do they fare in combat since they have randon attacks etc?
thanks in advance for the comments
I use two in conjunction with Scyla at 2000pts. They always do alright, never amazing but always alright and they always do what I want them to do.
With random movement and an average of only 7-8 inches a turn they can't really keep pace with fast cavalry style armies as they will just be left behind. This makes them only really viable in foot slogger lists. In these lists they make decent tar pits on the flanks and if they roll well enough on their movement they can hold up enemy units in the centre allowing your own units to get into position for flank charges or other such nastiness.
They're there to get in the way, tar pit and die so don't expect them to actually kill things. If they hold up an enemy unit for two or three rounds of combat then they've done their jobs. Even better if someone wastes artillary fire on them!!
An other use for them is a sorcerers Body guard. If you are want to have your sorcerer wander around on foot and not in a unit a Spawn can provide a decent road block between the sorcerer and any potential threat.
For me, Spawn are there to get in the way, tar pit and die. Marks don't really help with that. Tzeentch and nurgle help a little but not much so isn't really worth it. Slaanesh and Khorne increase killiness on a model I don't see as a killy unit so, again, I don't see them as worth it. All in all I leave marks at home and spend the points on another spawn or something else for the more important units.
Other than that? Scyla is just awesome. He's fairly cheap, he's fast, he's killy and he's a great tarpit. He also makes an awesome wizard hunter.
You're probably going to get very subjective answers based on the Spawns random nature. I'd just try one against a few different armies and see how you like it. They're great for holding a unit to flank or terrorizing small Skirmishing units.
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Another thing to keep in mind is their random movement.... you just pick a direction and he goes. I've found this handy for those pesky units that like to fly around to your armies flank where you can't see them so can't charge them (eg. Dwarf Gyrocopter). If its close enough and you roll ok then your spawn can charge them and they can't make charge reactions due to its random movement. I haven't used him yet, but i consider scyla to be a must as he has that extra d6 for his movement. This could potentially make him quite nasty.
Chaos spawn are more of an X factor than anything else. They don't draw as much attention as a giant would, yet they can still cause problems for your opponent. I also use Scyla because he can issue challenges and eat up lesser mortals...
5000 pts of WoC, 5000 pts of Orcs and now 3000 pts of Ogres...What was I thinking ????
I avoid Spawn- there are other things in my army that fulfill the role that they do. People use Spawn on the flanks, but I have Hellcannons there, and those can either tarpit, or downright kill things. Mages outside of units are ok, but unless you're on a disc or a palanquin and can't join a regiment, why not just take the extra protection? There are too many things that don't need LoS to target you and hit units instead.
If you need to block LoS, tarpit, and Die, you can take Marauders with MoT and Shields, and they'll hold out just fine. It's been debated back and forth that Warriors are not a "tarpit" friendly army. We need to get in and kill things, and there's a fine line between having enough power to roll the enemy anvils, and having tarpits to slow them down. We don't have many good tarpits in the army, and if we're going to spend points on a throwaway regiment, I'd rather spend those points on core regiments. At least that way I'm left with free points to bolster my Chosen or add a fat regiment of Knights to the list.