DarkHound wrote:I'm sorry I insulted you. I am rather humorless.
I do like this new discussion though. Spawn don't move 19-24". They move 2-24" with Rage. They roll 2 dice and pick the highest for movement: 33% chance for 6". Then Fleet, which has only a 17% chance for any outcome. Then they roll 2D6, pick the highest and double that, but they are only able to move that distance if it would let them reach their target.
If your opponent goes first, he gets the opportunity to choose what the Spawn will attempt to attack with his first movement phase. If he goes second, he does the same with his deployment.
It's okay-not everyone gets my sense of humor right away. But we can be adults (if we must) and get along from here on out: some of the best friendships stem from those with no sense of humor and the quirky, goofy tag-along. Watson and Holmes, Chip and Dale, Kanluwen and HBMC, the Pink Ranger and the Green Ranger, respectively (guess which one you get to be

). In all seriousness though, thanks for the correction on the Spawn's Rage-I don't have the book with me on hand, and I've only run them a few times and forgot that part (at the time I used them, Rage made no difference). But the movement is still a bit different-I did forget
SaP, but they are beasts and get to charge 12"-plenty of range combined with the Lash (x2, maybe), fleet and the first set of movement giving 14"-24" charge distance. They are definitely one of the weakest units in the codex, but can be a useful addition if used properly as a throw away unit, designed only to tie something up first/second turn. Against assault armies, they're worthless. Less than worthless even-a free killpoint. But a unit of 2 is 80 points, and if it can tie down a nasty shooting unit for a turn or steal a charge to a unit with a Chaplain for the
PE, I'll take that 80pt throwaway. Definitely not a beginner's unit, and you were correct to suggest not to use them for beginners-my only point was that everything in that unit can find a use. I do stand by Noise Marines though with Sonic Blasters (even for beginners) backed up by Berzerkers. You can lay down a hail of shots, then have the second nastiest countering charge unit backing them up. And
NMs aren't a slouch in
CC either-high initiative, good attacks, yeah, I like em-combined with Berzerkers, they do have a place. I still find
TSs weak (sadly), but all the other cult marines are good. Alright, typing is done. I must away