Carnasaur
Nart
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Edit: I really like his take on summoning as well. It is a toolbox that gives you options/tools depending on the situation. It is also interesting to load your list with Terradons/Rippers but no Chief, and instead rely on summoning one in when you need it. Gives you more points for extra bound endless spells or whatever.
But the problem of our summoning that it isn't a toolbox. No matter how people disliked our old summoning, I still think that it was the best ballanced one in the game. The only problems were the fact that it was tied to slann general, we had it 100% over spells (mostly because we didn't have spells and when we got them, they were still bad) and that our bad warscrolls forced us to go skink spams. I like the idea of adjustments, but they've got a bit too far with point costs, IMO. Instead of eliminating skink spam they made it the only option. In my review I mentioned a couple of units that are nice for summoning, but in fact you will need to spend CCP in early game to gain initiative. This leaves you with literally two options - skinks (bodies to take objectives) and salamander (even a single salamander has decent damage and will 100% fire after summoning). All other options are either underwhelming (except, maybe guard or 10 saurus) or simply too expensive to summon in the early game. If you feel that you can conserve CCP, most likely, you are already winning, which makes summoning a tool to finish off already losing opponent and not something that helps you to turn the tide.
That's why I wouldn't consider Seraphon summoning a tool. Summoning a chief may be interesting on paper, but in fact you may have so much trouble with positioning, that bringing him in the first place will be way more worth 1 more leader slot or endless spell.