mnb wrote:
So basically reinforcments. Isn't this something that is in every army?
It's supposed to be a much more extreme version of reinforcements. In Phase IV, Tyranids have infested the entire planet. There are bugs literally crawling out of the woodwork. Spawning is a way to represent that there are far more bugs present than are seen at any given time. The Hive Mind is just scooping up resources as it passes to throw them at the enemy. So in that respect, no, it's not something that is in every army. It's not like Terminators waiting in orbit to teleport into the heat of battle.
The main intent is to create the "endless horde" feel without just throwing a pile of models on the board, because the pile of models has unattractive side effects. A huge wave of Nids would inherently create a cohesive battle line just through sheer volume, and that's not particularly Nid-like. Also, no matter how good your shooting is, there's a limit to the number of models that can be killed in 3-4 turns. The limited abilities of the smaller bugs are at a level where, correctly pointed for their abilities, they would be close to impossible to balance.
Spawning bypasses those issues (at least in theory). The front line wave is more chaotic in terms of organization and the ebb and flow of units. The enemy has to kill lots of bugs, but it's not impossible because the hordes can be disrupted if you get sufficient firepower on them - kill enough to hinder their spawning and you not only kill the units present, but stop the unseen ones from appearing. The effective point cost of the units is increased because buying one unit means not just that one unit, but all the re-spawns as well.
Obviously, there have been debates over how well Spawning accomplishes any or all of those goals. But that's the idea.