Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Since the spawn can only move in a straight line, does this mean the four cardinal directions or all eight points of direction?
Thanks in advance.
A straight line just means no wheeling juring the move. It is not limited by the 4 (or compass directions. Simply turn the model the way you want to go, roll the dice, and fowards the rolled distance.
Depends if the Spawn has a compass on him.
And can read it.
Hell I'm not even sure a spawn could walk in a straight line at the best of times, but I guess it's more "I'm going to flubber this way now" it's any line outwards, by degrees I guess they have a potential 360 paths to take per turn.
Fantasy: Wood Elves, Dark Elves, Beastmen and Tomb Kings.
LotR: Misty Mountains and Rohan
Correct. Therefore a spawn can even charge backwards. Face him the direction you wont him to crawl/wiggle/slime and hit something
Thanks for the replies.
The reason I'm asking is that my 1000pt list has enough points for either 2 spawn or 2 razorgors.
I used spawns in my Warriors army. They sucked terrible. Used them 1 game, after that i cut the models up to make cool mutation conversions for the army. xD
They lack killingpower and they lack survivability. Your better off with razargors most of the time.
When you could mark spawns with and give them 3d6 move instead of the standard 2d6 I took 4 in every list. They are tar pits, tough 5 and unbreakable. If you got some kills great, if not you kept an enemy unit from getting into combat while you smashed another unit.
The way I would move spawns is I would pick a point, usually an enemy model, roll the movement dice and move him in that direction rather than pointing in a direction. It helps reduce potential arguments.
If you use them don't send them at anything with great weapons. I would try to find a nice huge block of str 3 inf. If that block of inf had a mage in it all my attacks would go against the mage.
Spawns have their uses, I would def use them in more than one game before I wrote them off.
Burnanation's Recruitment Link
Baby boys are like free bulldozer rental tickets. You have no idea what you're going to do with them but you know they are awesome!
Another great thing spawns are for is since there are more scouts and what not as well people can deploy scouts in your deployment zones or at least close by in woods or whatever.
Well stick your spawn next to the tree or where you think they will place their scouts. If they place them there the first turn you take you can move the spawn to their scouts. If they are in a woods and your spawn was next to it you may even get a compulsory charge on turn one.
Also placing terror causing units near these objects and what not may also due the trick by flushing then our on their first turn as well with the 6" terror test.
I wonder if it's worth getting morghur - you can sit him behind one of your herds, potentially turning one guy into spawn each turn - this way he can't be killed by ranged stuff either.
I have 10 spawn from 40K, so I'm wondering how I can best utilise them without spending many points..
Be nice to your enemies, it will make them madder!
you could actually take one of each. I prefer the razorgors (even over minotaurs) because of the higher/equal toughness, the ability to march and move and for the better, more consisitant damage they can cause, you still have to hit, but they're strength on the charge is very nice, 2 razorgors can deny ranks as well. I've never seen a spawn be able to keep up properly and with it's randam attacks and poor strength, it has a harder time being useful at times.