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View Full Version : Chaos Spawn- How to Use?



SeanDMon
25-11-2009, 03:32
Well, the title says it all.

I got two Chaos Spawn ($15 on sprue, hell yeah), built 'em, and am in the process of painting them.

I'm doing mono-Slaanesh army, so they're marked Slaanesh or not marked.

Other than that, what do Spawn excel at? With no save, seems like they die really easily.

Ymir
25-11-2009, 03:47
They're UNBREAKABLE. With their high Tougness, they can tarpit four, even five times their own points for several rounds.

Also, they can "charge" in any direction, something no other unit but single characters on foot can do in a chaos list. This is good for protecting your rear, dealing with march blockers, etc.

Spawns rule.

MTUCache
25-11-2009, 03:48
1.) Wind them up.
2.) Set them down.
3.) Focus your attentions on the other half of your opponent's army.

Dead Man Walking
25-11-2009, 04:07
Can slaanesh spawn move 3d6 through terrain without regards to halving movement?

Briohmar
25-11-2009, 04:30
They only move 2D6 now, and terrain slows them down. The old version was quite good at 3D6 movement.

SeanDMon
25-11-2009, 04:38
Hmm. Everyone seems to love them. I'm not sure. I still can't get over the lack of a save.

Briohmar
25-11-2009, 05:07
The spawn are distractors, and/or tarpits. They die. It happens. I use them frequently with a variety of purposes. Sometimes they just draw fire, sometimes they lock a unit in place, they can do very well against marchblockers, they can, relatively safely, release fanatics, take out screeners (especially dire wolves or chaos hounds) etc. Don't send them against skinks though. They really do well holding up knights as well. They even (occasionally) kill something.

tmarichards
25-11-2009, 05:37
I find that they provide a distraction, if I don't shoot at them they tend to make a mess of my T3 DEs. If nothing else, they stop my 96pts unit of Shades shooting at something else for a turn or 2.

However, in my last 2 games, my harpies have managed to somehow kill 2 against all the odds. Super herpes...

MarcoPollo
25-11-2009, 19:31
Spawn are an excellent tarpit and distractor unit. They aren't going to do much more than that, but can be a real pain in an opponents side.

On several ocaisions, I have had spawns being the deciding models in games. Tying up units so that they block my opponent from getting off his combo charges is priceless.

On the other hand, I have had them do very little too. But what do you expect for 55 pts.

Witchblade
25-11-2009, 19:46
I'm used Scyla in a couple of games now and he's performing so well that I'm thinking of including him in my campaign list (heavy magic and cavalry) to protect my cavalry's rear and get rid of those pesky units behind my cavalry line, e.g. scouts, fliers. Due to its random and overall low movement, I rarely base my tactics on it as a tarpit.

BigbyWolf
25-11-2009, 20:25
Super herpes...

A new special ability for harpies? Sounds nasty, or at least very itchy...

JimmyFrank
25-11-2009, 21:04
I've never feared teh spawns. Even with T5 they still only have 3 wounds - one well aimed bolt thrower shot will take care of that.
But then again I've only ever owned skaven and darkelves so I'm a heavy shooting and magic kinda guy

BattleofLund
26-11-2009, 01:45
Having played Chaos since before Bill Clinton, I had a couple years' holiday with Dark Elves and only got back to 'Warriors' with the new book. I miss the 3d6 movement sorely - these unspecialised types are damned unreliable in the 'getting there' department!

Spawns are very good, but I find I get more out of them since I began deploying/moving them in pairs. Two single Spawns can be dealt with more easily than a team of two roughly in the same area; likewise, the gribblies will do their own job or mission more reliably.

I've been using vanilla Spawns, anyone out there willing to champion Khorne Spawns (+1Str for the cost of half-a-Chaos-Knight)?

Witchblade
26-11-2009, 02:03
The spawn upgrades aren't worth it in any remotely competitive environment.

If you want a better spawn, buy Scyla. 3d6 movement, MR, significantly better stats and the ability to challenge, which makes him a much better tarpit against units with champions or characters.

Mushkilla
26-11-2009, 10:33
Mark of slaanesh is pretty good with ASF. Makes them even better at guarding your flanks.

zeekill
26-11-2009, 14:07
Hmm. Everyone seems to love them. I'm not sure. I still can't get over the lack of a save.

But its a what? 75 point model? Its made to die, and it does so while rendering your opponent's units useless for a turn or two while you pick off their flanks.

BattleofLund
27-11-2009, 01:13
The spawn upgrades aren't worth it in any remotely competitive environment.

If you want a better spawn, buy Scyla. 3d6 movement, MR, significantly better stats and the ability to challenge, which makes him a much better tarpit against units with champions or characters.

Please elaborate on why the upgrades are not worth it, I find it interesting! As for Scyla, tournaments here generally don't allow Special Characters.


Mark of slaanesh is pretty good with ASF. Makes them even better at guarding your flanks.

I disagree; in my experience Spawns die from a) shooting b) magic missiles and c) tough and killy things that can kill it in one turn of close combat. In this last category I often find models with mighty impact hits (preceding ASF) or themselves ASF-ing, at a higher Initiative.

Spawns being voluntarily engaged by stuff the Spawn can meaningfully hurt back is rare and not worth the cost.


But its a what? 75 point model? Its made to die, and it does so while rendering your opponent's units useless for a turn or two while you pick off their flanks.

Or 55, basic.

'Pro' points, in order of appearance:
* cheap deployment drop
* draw attention ('I won't shoot your Knights with my Cannon, but instead execute one of your Spawns' [!?!])
* control other own units (limiting charges etc)
* block enemies' charges and other movement with a tough unbreakable beast
* and finally engage, either to further disrupt and tie down those enemy units, or to lend the rest of my army a hand.

Should be noted that I often err on the side of under-kill when commiting to close combat, i e I get stuck in protracted fights instead of totally hammering my target. But in the day of Cold Blood + BSB re-roll, or Daemonic, or Undead, this is not purely my fault I think.

This is why the +1Str upgrade is of interest. But it's probably better to spend the points on, say, a snazzy Magic Weapon for the Sorcery Git with the Knights.

Witchblade
27-11-2009, 10:46
@ Lund: Taking into account the purposes of spawns you enumerated, the upgrades provide little benefit for relatively high costs. Additionally, spawns tend to die during the battle, so the extra points you spent on upgrades are extra VP for the enemy.

Khorne: useless. The spawn isn't a killer even with +1S. Furthermore, the enemy generally decides with which units (if at all) to engage the spawn, so the extra S may be of little use.

Nurgle: extra survivability against small arms shooting and WS4 opponents is all right, but for 30 points I'd want regeneration. It's more than half the cost of purchasing a second spawn (which doesn't even take up an additional rare slot). Again, the opponent determines with which units to attack the spawn, so the protection will probably be of no use.

Tzeentch: with an expectancy value of only 50% to save a single wound during the game, your points are better spent elsewhere

Slaanesh: probably the least crappy option. ASF overrules its low I and allows it to potentially kill some attackers firstly, reducing the number of return attacks. However, spawns tend to get shot or attacked by serious hammers against which you won't be able to do much anyway. RnF troops without ASF are not your concern usually.

Von Wibble
27-11-2009, 16:18
I have to say regarding spawn that my opponent really likes using them. He goes infantry heavy, and spawn are the perfect counter to march blockers and fast cavalry thanks to their (effectively) 360 degree carge arc. They can also pin an enemy unit in place ready for the knights / dragon ogres etc to take care of.

Best of all, they are expendable!

The only cons are that you could get a giant or helcannon etc instead, which may do more direct damage on the opponent. It costs more and has less flexibiilty as an option however. They also die quite quickly to S4 shooting.

MarcoPollo
27-11-2009, 20:50
I wish spawns were special slots. I use them so often that I forget they are rare slots. I've brought illegal armies to friendly games after forgetting about this rare slot fact.

They always make my list.

SeanDMon
27-11-2009, 23:59
Thanks for your answers, guys. I'm painting my spawn as I speak. Bright pink and sky blue.

On a related (Slaaneshi) note, I keep hearing the praises of the Slaaneshi Giant.

Tell me, wise Warseers: just how good is a Slaaneshi Giant? It is relevant to my interests, as I'm going Mono Slaanesh. COCAINE!

Briohmar
28-11-2009, 04:33
The Slaanesh Giant is truly worth it. ASF on a giant is something to truly be feared. Of course my last game with one, the giant bit a Bloodthirster, but the thing made its save, killed the giant, and then died when the giant fell over on top of him.

Johnnyfrej
28-11-2009, 05:17
Thanks for your answers, guys. I'm painting my spawn as I speak. Bright pink and sky blue.

On a related (Slaaneshi) note, I keep hearing the praises of the Slaaneshi Giant.

Tell me, wise Warseers: just how good is a Slaaneshi Giant? It is relevant to my interests, as I'm going Mono Slaanesh. COCAINE!
While I laugh at your false idoling (self-obessed Khorne Cultist that I am) I give you all props for sticking to a theme. It saddens me as always that people forget this is an awesome hobby with poorly written game attached.

BTW a fully converted Slaaneshi Giant is something I would really want to see (yet at the same time somewhat distured at the possibilities the conversion would ensue).

Cartoon
28-11-2009, 17:22
Hmm, a giant phallus marching down the field would truly inspire terror wherever it went, not to mention shame. Nothing says Slaanesh like a giant phallus.

Armond
28-11-2009, 22:05
When I used Chaos Spawns(I ran 3 of them) it was pretty straight forward.

Typically I lined them up with a Marauder horseman unit w/flails. Once a unit got stuck in with a Chaos Spawn or two, I could then flank charge the unit with Horsemen. It turned out to be pretty effective. Normally I only put 2 on one side, and the leftover one I put in the middle of my line to cause a slight disruption.

But this strat worked well for me, and was pretty useful thru about 75% of my battles.

SlaaneshSlave
29-11-2009, 21:45
Hmm, a giant phallus marching down the field would truly inspire terror wherever it went, not to mention shame. Nothing says Slaanesh like a giant phallus.
I am picturing a dildo on a 50mm base.

Harwammer
29-11-2009, 21:48
The Slaanesh Giant is truly worth it. ASF on a giant is something to truly be feared. Of course my last game with one, the giant bit a Bloodthirster, but the thing made its save, killed the giant, and then died when the giant fell over on top of him.

Warhammer was designed and rewritten 7 times purely so this event could happen :p

pointyteeth
29-11-2009, 21:55
I'm a huge (HUGE) advocate of slaanesh marked spawn. I almost always take 2 in any army I make. You get 2 for 150pts and they will do one of two things: A) protect your more expensive warriors/knights/drogres from a round of shooting (or two) or B) they will make it to combat and tie a unit up for at least a turn. The key with them is to aim small. Don't expect it to hold long against that big unit of dwarf hammerers, but get it in with the dwarf clansmen with hand weapons, and it will be tying them up for quite awhile. I've even been fortunate on more than one occasion and had a double charge with both spawns which resulted in them breaking and running down blocks of troops by themselves.

Excellent choice.

andyg2006
30-11-2009, 17:00
Stick them in front of things which you know will charge you:
Either the spawn gets charged (so you can flank charge the enemy unit with your other stuff), or they charge your other stuff (in which case the spawn flanks them and ties them up for even longer, even if they kill your regular unit).
Spawns don't do anything like 'crumble', so any unit which has loads of CR but not a lot of killy-action (usually str3 enemies) have to rely on killing them and your Slaaneshi spawns will hit them first ayway, so you reduce the chance of getting killed in reply.

I'd say that they are in the realm of stuff like HE Great Eagles, Slayers and cheap fliers like harpies and such:
They get in the way of things; block marches+charges to better stuff (and they can't be march-blocked by enemies in return; so you always get the full benefit of whatever their movement is); they also might be able to hunt down (or just tie up) lone wizards, skirmishers and other little units if they get the chance.

Finally, 'points-denial':
If you figure a 6 turn game against someone who will charge you, the first turn or two is probably just going to be movement, giving them at most 4 turns of fighting (assuming that they don't roll-up the whole of your line in short order or kill them all on the charge).
If your spawns can get into any combat-type unit (or -even better- a shooty-unit) and tie them up for a couple of turns then, even if you are not killing anyone yourself, your opponent essentially just wasted quite a few of that unit's points cost because you are denying them the use of it (i.e. making a combat unit fight against expendable units, or stopping a shooting unit from shooting by engaging them in melee).
So, if your 75pt (or whatever) spawn ties up a 200point enemy unit for half the game, you have just pretty much denied your opponent about 100points of their own army even if none of their guys die. Plus, you may buy time for another of your units to line up flank charges on them or just to get out of the enemy's way in future turns when they eventually do kill it.

Briohmar
01-12-2009, 04:32
I am picturing a dildo on a 50mm base.

This is a truly disturbing image. I am glad someone else said it, because I was thinking it.


Warhammer was designed and rewritten 7 times purely so this event could happen :p

Thank you for that, it brought a smile to my face.

Cartoon
01-12-2009, 05:13
I am picturing a dildo on a 50mm base.

I suppose "jump up and down" would become vibrate. Nifty.