Now that I've finished with all of the
non-special character Hqs, I'm going to move on. I'll come back to
the special characters later and when I do I'll also go through the
units that they unlock / unlock as troops. So I'll move on to Fast
Attack to give the false impression of progress.
The unit that I'm going to be talking
about today is the one that I looked at first when I picked up the
Codex. We already knew that they were probably going to be getting a
buff, they couldn't have been much worse in the previous Codex, but
the buff that we've seen is pretty strong. Allow me to introduce the
Chaos Spawn.
I am pleased to say that the random
movement that the Spawn saw in the last Codex is gone. Already much
better, but what I can easily compare them to now are the Wraiths
from the Necron Codex. Here's why.
They're beasts, so they're pretty fast,
like the Wraiths being jump infantry, but what makes them most
comparable is that they both tarpit extremely well. Base, Spawn are
10pts per T5 Fearless wound. That is excellent, but it can get even
better once you get into the Marks. Yes, Spawn can take Marks, and
the most obvious one is Mark of Nurgle, meaning that you are now
paying 12pts per T6 Fearless wound. I would definitely recommend
giving them this Mark. The first reason being that you are basically
immune to boltguns, if you're charging a squad of tactical marines
they will need 6s to hit and 6s to wound. Not easy. Add to this the
fact that they cannot be instant killed by S10 weapons, whereas
without it I'd just point my Manticore at you and then your Spawn are
in trouble.
Yes, Spawn have random attacks, and
they have a random mutation in combat, but honestly, I don't care.
What you use them for is tarpitting and it doesn't matter how many
attacks they get or what their mutation is, although the 4+ save is
quite nice. Like Wraiths, you can't rely on them doing real damage,
due to the random nature of the Spawn, but you can guarantee that
unless your Spawn are in combat with a huge hammer unit they are
going to keep them there for a while, many hammer units may even
struggle with that, all for 180pts. In short, I think that we have
some cheese here.
That said, they can still churn out a
decent amount of damage if the dice are with you, with between 3 and
8 S5 attacks per Spawn on the charge. The only downside to their
tarpitting however is that they're WS3, so they are going to be hit
on 3s most of the time, but your opponent is also going to need 6s to
hit them on 3s most of the time too. So, how exactly would I run
these? I'll just put in a summary.
5 Chaos Spawn: 180pts
-Mark of Nurgle
Please do a Re-review of this unit sir ;) I think that your 7th ed army deserves it
ReplyDeleteI pretty much stand by a lot of what I say here, although the synergies are a lot more clear now. I would change a couple of things but for the most part it's the same.
ReplyDelete