I like spawn a lot, and I'm still pretty dedicated to making them work for my
WoC boys.
Kiwidru wrote:1: they are cheap, so you can invest more into the Killy units, and feel better about sacrificing them as a speed bump
2: come 1-2 (so technically you could have another grouping of 2)
3: are T5 W3 unbreakable. This is a huge benifit to the otherwise low LD beastmen. As a single spawn can hold off weenie hoards for a turn or two alone, or crash into a questionable combat and ensure you get a chance to rally if you flee.
4: 360 charge range is perfect to protect against flyers/fast cav trying to march block/setup flanks, and most of those units can't deal with t5 w3 effeciently.
1/2. They also make decent junk drops to pull out enemy deployment. This is especially important to my list, where I don't want my 10 trolls powering into a flaming banner that exists to kill them.
3. Unbreakable also means that though they aren't very good assassins, you can just have them flail away at wizards without worrying about maintaining
CR ... until the spawn dies. Because they used to have 4 wounds
4. Another caveat of the Random Movement rule, and one my gaming group hates, is that you can't declare a flee against random movers. Which means a spawn can jump on a fleeing enemy unit and auto-kill it, even with it's weak
2D6" of movement. (If you haven't heard me say it, the slowness of spawn is by far their biggest shortcoming. Here's to
3D6" spawn in the new book.)
5. They're also really fun to model
- Salvage