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what do people think about spwns?

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Post  Gulsnick Sun Mar 24, 2013 12:53 pm

Personaly I find them a great unit
I have been runnig them with a mark of nurgle , and find them a great tar pit unit and some what killy.
They seem to be realy fast to.

Anyone else use them to any sucsess?
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Post  Lore Weaver Sun Mar 24, 2013 1:12 pm

I think they're pretty good. Mark of Nurgle seems to be the mark to take. With no armour save, reducing the amount of wounds you take is kinda nice.

You have to pick your targets carefully too. Some dedicated melee units will eat spawn up. For their points, they're good at what they do, and their speed means you can pick your target.

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Post  System Commander Sun Mar 24, 2013 1:22 pm

Unless you cast invis on them.. then arrrrgh... hehe.

Next time, that sorceror dies first.. warlord or not!
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Post  Roland Sun Mar 24, 2013 1:24 pm

Agree with both of the above, also great to attach a Lord to on a Juggy or Bike (I think the bike can attach?)

They die to focus fire, but are resilient enough to act as a Lord delievery unit, and if they get into combat, can ruin your day. Much better than last ed.
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Post  Gulsnick Sun Mar 24, 2013 1:44 pm

System Commander wrote:Unless you cast invis on them.. then arrrrgh... hehe.

Next time, that sorceror dies first.. warlord or not!

I just noticed how good endurance would on them.
It will not die , and feel no pain .
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Post  Lore Weaver Sun Mar 24, 2013 5:17 pm

Gulsnick wrote:
System Commander wrote:Unless you cast invis on them.. then arrrrgh... hehe.

Next time, that sorceror dies first.. warlord or not!

I just noticed how good endurance would on them.
It will not die , and feel no pain .

Feel no Pain? No one makes those rolls... *snicker* Endurance literally won me that game Trevor.
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Post  judchic Sun Mar 24, 2013 5:19 pm

give em that 4++ invul from divination. then watch em turn from annoyingly had to kill to terrors to any CC unit.
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Post  Gulsnick Sun Mar 24, 2013 6:50 pm

Lore Weaver wrote:
Gulsnick wrote:
System Commander wrote:Unless you cast invis on them.. then arrrrgh... hehe.

Next time, that sorceror dies first.. warlord or not!

I just noticed how good endurance would on them.
It will not die , and feel no pain .

Feel no Pain? No one makes those rolls... *snicker* Endurance literally won me that game Trevor.

Oh trustme I know , I think you Saved 12 out of 13 plasma wounds that one volley.

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Post  Gulsnick Sun Mar 24, 2013 6:51 pm

judchic wrote:give em that 4++ invul from divination. then watch em turn from annoyingly had to kill to terrors to any CC unit.

Sorc's don't get divination Sad
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Post  System Commander Sun Mar 24, 2013 7:26 pm

I cant see anything being as nasty as those guys with invis.. They destroyed any dedicated hth unit they encountered. Now mind you i would of faired better if i had lasting power.. As in no instability, but ack.. Nasty.

I ve been escorting my jugg lord with unmarked spawn and they are still good. If you just move thrpuhh or hug terrain they can weather shooting pretty decent.. Just have to make dangerous terrain rolls for the lord.

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Post  Lore Weaver Sun Mar 24, 2013 8:37 pm

System Commander wrote:I cant see anything being as nasty as those guys with invis.. They destroyed any dedicated hth unit they encountered. Now mind you i would of faired better if i had lasting power.. As in no instability, but ack.. Nasty.

I ve been escorting my jugg lord with unmarked spawn and they are still good. If you just move thrpuhh or hug terrain they can weather shooting pretty decent.. Just have to make dangerous terrain rolls for the lord.


I had thousand sons outlast the spawn. It helps when every wound from a force weapon gibs a dude. I also cast terrify on them and they lost combat and ran off the board.
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Post  System Commander Sun Mar 24, 2013 9:40 pm

That works.. I had only CC units.. and while there were a few instant death weapons kicking around, I needed 5 to hit and 6 to wound still.. yikes!

I think my next game with the khorne daemons will be a bit different.. I do enjoy the CC potential they bring though.. Im thinking abouting buying a cannon.. but not sold yet. It would be the only vehicle in my ar,y so would seem a bt off. But.. a herald on a blood throne I could get behind.
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Post  judchic Mon Mar 25, 2013 12:31 am

Gulsnick wrote:
judchic wrote:give em that 4++ invul from divination. then watch em turn from annoyingly had to kill to terrors to any CC unit.

Sorc's don't get divination Sad

there are ways. daemon allies, huron or a model with that tzeench scroll could get lucky n get it.
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Post  Lore Weaver Mon Mar 25, 2013 9:23 am

judchic wrote:
Gulsnick wrote:
judchic wrote:give em that 4++ invul from divination. then watch em turn from annoyingly had to kill to terrors to any CC unit.

Sorc's don't get divination Sad

there are ways. daemon allies, huron or a model with that tzeench scroll could get lucky n get it.

I've been running the Tzeentch Scroll. It can be quite interesting. I think the trick is when to stop using it, I think that point is around turn 4. With a 3++ save, that S3 AP1 hit isn't so scary. If you're lucky enough to cast endurance on the unit (after, as you have to do Scrolls first), you can get wounds back via IWND. Or you could also roll Life Leech.
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Post  Guest Tue Mar 26, 2013 1:37 pm

In my matchup with gulsnik, I had Kharn get into mellee with the invisible nurgle spawn unit.

Kharn still hitting on 2+ (Gorechild woohoo!) with STR 6 had him kill them all over a few turns; and I only lost like 4 zerkers to The Betrayer!

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