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 bigger. Spawn 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?
No comments:
Post a Comment