Chameleon Skink
Tokek
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That is indeed one of the biggest issues with summoning, the arbitrary range limitations. I would've loved if they at least Always let you summon stuff in a (small) bubble around the summoner regardless of enemies nearby. It feels kinda gamey and stupid that a summoner can be locked down simply by having enemies in his vague proximity.
Sometimes the only unit you can legally summon are chama skinks because you can invoke their deploy in hiding rule - and if we are honest with ourselves that is a bit of a rules loophole we are exploiting and which might get patched in a future FAQ.
LoSaT might be your get out of jail card here but it is just not reliable enough to build a strategy on IMO, if I will lose the game by rolling a 1 or a 2 I already know what will come up on that dice.
Anyway back to the Slann: if you have Realm spells in play then all of the command traits have merit.
1. Re-rolls are hard to come by these days so a re-roll every hero phase is good.
2. You probably have a Skink Starpriest anyway but Curse of Fates is still one of the best spells out there and who takes Starseers anymore?
3. Double-teleport. Enough said.
If endless spells are part of your strategy I would tilt towards Arcane Might. If your preferred approach is summoning then Great Rememberer is the usual choice. For diversity of spell-casting Vast Intellect gives you access to one of the best spells around and which you will almost never stump up the ludicrous points cost to access via the Starseer.