Salamander
discomute
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The vote before we'd all played and before the errata
So much has changed! Not just from the Slanns nerf but as I get a better understanding of the TOW. So my thoughts are:
- hex and enchantment are quite difficult to get off given the turn order
- enchantment tends to be better as hex can be difficult as you cast before you move so it's harder to be in range
- enchantment need to be careful of your vision arc if you're side to side with units
- necromancy just doesn't work...
And the big one....
Okay so now we are forced into either taking ethereal, temple guard, or risking a pin-cushion-toad I personally think this means Assailment and a fighting frog is much more viable.
The Slann has a good charge range and will disrupt units. I have been taking Higher State of Mind (ethereal) over my preferred Becalming Cogitation thanks to the errata. With a good assailment spell the Slann can do really well in combat.
In terms of magic my original thoughts were elementism was the best with lots of good spells. High and necro was next with High having a few good and a few great and Necro having a few great and a few garbage (needing a lore familiar). Battle and Illusion were not worth considering.
I now feel Necro is garbage all around. High has a good assailment and given nearly every Vortex ,Hex and Enchantment get dispelled anyway I think Drain is now C grade (not F). Battle Magic is definitely worth considering, a great signature spell helps Battle (plus a great magic missile and a good vortex) but I think you need a lore familiar so it's sort of swapped with opinion with Necro.
Illusion is still garbage even with a lore familiar which is a shame as it has the best assailment spell.
So I think Elementalism and High are equal and the only ones you do not need a Lore Familiar, although High slightly benefits from it more. Battle can work if you put effort it. Necro and Illusion don't work at all in my opinion.
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