Wednesday, July 17, 2013

Chaos review # 17 Spawn

What was a last codex zero has risen quite a bit in this new codex. They still are not must takes, but for what they are and their potential, the lowly Chaos Spawn has risen. This is nothing new. G.W. does this all the time with the new army books. What was super popular and awesome last book is now over priced (at best), has become obsolete or has become worse. Then there are the loser, lowly and all but unusable units that become pretty damn descent from the old to new version. The Chaos Spawn fit the second description.




Spawn come with the following stats: WS 3 BS 0 (Wow no gun and no BS! Hmmmmm why not more of this common sense?) strength and toughness 5, 3 wounds, 3 initiative, D6 attacks, Leadership 10 and no armor save. They are beasts and follow all their rules, which are pretty good. They are also Fearless, cause Fear (pfffffft!), have Rage, and are Very Bulky. They also have two special rules: Random Attacks and Mutated Beyond Reason. This is a squad of one to start, but can grow up to four more additional Spawn at 30 points each.






Some Spawn I painted back after the first Apocalypse release Tide o' Spawn box. 


Random Attacks- are guess what….random. At the start of the fight phase you roll a D6. This is the number of attacks all the Spawn in the unit have. Yeah this is crummy, but it isn’t the worst random thing G.W. is forcing upon us all.

Mutated Beyond Reason- is another bit of randomness that the Spawn have. You roll a D3, before rolling for attacks, and consult a little chart. The ability rolled last until the end of the turn.

1. Subcutaneous Armor-  gain a 4+ save
2. Grasping Pseudo Pods- roll 2D6 for random attacks and take the highest
3. Toxic Hemorrhage- gain Poison (+4) attacks

One of the big changes is the ability to throw Marks on these guys now. This gives them a modicum of versatility on the table. As Marks go: Khorne is the cheapest at +2 points, then Slaanesh +3 points, Tzeencth at +4 points and finally, Nurgle at +6 points. It might not be much, but these all have some use. Khorne gives this unit Rage and Counter-Attack, which is good and bad. They come with rage, but the extra counter-attack attacks can always help. The initiative bump from Slaanesh keeps them going at the same time as the power armored crowd. Tzeencth is still pretty useless, except for the people that think a 6++ save is something. Finally, Nurgle might is the big winner. Giving the unit a toughness of 6 and having three wounds, who cares if you have no armor save.

The addition of Marks is big, but the changes to beasts this edition is biggerSpawn now move faster than before and can run through cover without a care. They also lost the stupid Slow and Purposeful nonsense they had previous. Sure they have no armor, and some randomness, but it is not bad randomness. The three abilities you roll for in close combat are all useful. Sure they might suck and only get one attack each, but the cost and stats make up for that.


A squad of four Spawn marked with Nurgle is how I would use this unit. Then  run them up a side or at some vulnerable looking unit. That or run them along or even in front of transports for a bit of defensive counter measure or cover. I see where players are just using them as a delivery system for Juggernaught riding HQ’s. I see the use, but think it a bit of wasted opportunity.  Spawn seem like a great distraction unit that can actually pack some punch. Sure they might not have any armor; but with base strength/toughness 5, multiple wounds, fearless, Marks and multiple attacks (most of the time) then who cares if they lack defense? 

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