CSM juggerlord escort: spawn or bikes? - Wargaming Forum and Wargamer Forums
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post #1 of 94 (permalink) Old 10-02-13, 06:55 AM Thread Starter
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Default CSM juggerlord escort: spawn or bikes?

Hey fellow loyalist slayers!

When I read about 'juggerlords' I see a consensus that there are only two realistic options for a unit to attach to: spawn or bikers. Spawn appear to be the more popular choice. I was wondering why this is the case. I'm a total scrub newbie, so feel free to explain as if to a child.

Why not bikers? How does one effectively use either alongside a juggerlord?


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post #2 of 94 (permalink) Old 10-02-13, 08:04 AM
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Personally i have only run bikes as a escort in my games, as I like the wargear options I can give them. I can make them just the way I want them and give them the role that I need in my setup. A retinue of 5 Nurgle bikes alongside my HQ makes it a fast, endurable and scary unit that can deliver him as the deathblow to any unit the way I need.

The spawns I have never used, as I am the same position as you; I don't quite see why I would use them instead. As such, I will be following this thread intrigued to see peoples replies!
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post #3 of 94 (permalink) Old 10-02-13, 08:54 AM
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If you use bikers to escort the juggerlord you will have the bikes with a cover save and the lord without. this ensue the focused fire from the enemy and a dead lord. spawns are better for this.

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post #4 of 94 (permalink) Old 10-02-13, 09:23 AM
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Still, a 2+ LOS! save means the Lord won't be in too much danger, as will some clever placement around terrain and the like. Additionally, the Bikers can go flat out to zoom forward, stringing out with the Lord running behind, to get a charge almost anywhere on the board and drag the Lord there with consolidations. Spawn don't have that mobility. Additionally, melta or plasma plus a number of twin-linked bolters give bikers a solid amount of (relentless) shooting.

Spawn do, however, have the added advantage of being very cheap for the sheer number of wounds you get, making the Lord's unit much more tanky (at the cost of no armor or jink saves). All the better if they're Nurgle spawn for no ID. And you know that the enemy are going to be unloading a crapload of firepower into this unit, so you might as well make it damned tough. The only loss of mobility is the loss of turbo-boosting. Make sure that any Lord accompanying them has a solid anti-tank option, though, as bikers have more AT options than spawn--that is to say, they have some.

I haven't tried running Spawn, to be honest, but I want to. It's high on my "to try" list...

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post #5 of 94 (permalink) Old 10-02-13, 10:42 AM
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Spawn are the best unit to guard an ic because they synergize so well with our strengths.
Our sorcerers can innately access Biomancy and Telepathy, the first can give the squad feel-no-pain, the second can give shrouded and stealth. Both make the spawn the superior recipient due to having more wounds to take FnP on, and the easy access to terrain to counteract not having a save. I've never had a game where spawn haven't delivered the payload ic where it needs to be.
Bikers, on the other hand, are superior at being more tactically forgiving, they dont hit as hard but have lots of saves, more movement, and firepower. They are excellent flankers and transport-removal. That being said, they aren't scary at all in melee. They're just decently tough. Whereas the spawn(With a buff or two) are point-for-point three times as tough and much much more deadly combatants(s5 and an average of 5.5 attacks on the charge is fucking goofy).

They seem nearly equal, they just do different jobs. The bikers do better at cracking things like terminators and heavy transports. Spawn rip apart infantry like gorillas rip apart puppies, and they shred rhinos/chimeras like nobodies business. They just take a lot more planning and care to use.

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post #6 of 94 (permalink) Old 10-02-13, 01:35 PM Thread Starter
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Awesome, thanks a lot guys. I get it now.


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post #7 of 94 (permalink) Old 10-02-13, 01:48 PM
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I guess every one's "metagame" (I hate that term) is different but everytime I have faced Spawn they have been wiped out in pretty short order.
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post #8 of 94 (permalink) Old 10-02-13, 01:59 PM Thread Starter
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They're also way too expensive, but what else is new? If I win some on ebay I'll try them out, otherwise I'll be using my bikers.


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post #9 of 94 (permalink) Old 10-02-13, 04:34 PM
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Interesting answers - Perhaps one should try them out after all.
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post #10 of 94 (permalink) Old 10-02-13, 06:43 PM
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I dont believe the Iron Arm (or whichever one gives Feel No Pain) psychic power affects the squad. I think it only affects the Sorceror. So the spawn are still left without that save, although Shrouding would still work.

I've never been a fan of spawn though. The lack of a save is just too debilitating to me. A few luck bolter shots can kill a spawn. That's not a worthwhile investment in my eyes.

Go for bikes. They don't have to be all that offensively scary because that's what your lord is there for.

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