Slann
Canas
Ninth Spawning
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Fair enoughI just don't view this as a problem.
As I've mentioned before, I find that restriction a bad mechanic. But that's somewhat beside the point.Also, our summoning isn't as non-opponent interactive as you seem to view it. Seraphon are restricted on where units can be summoned. Only the method for generating the CCP is non interactive for the opponent. It is also far from the strongest of Allegiance Abilities.
Also, I don't really view that restriction as interaction with summoning. First the seraphon player can always simply teleport somewhere else to summon. And although yes you can deny them acces to a particular area this is simply positional play and not something specific to summoning. As such I view that as a seperate thing from the actual summoning. Second, since correct positional play is already taking into account our teleporting the positional aspect of summoning is kind of moot anyway. You're already going to cover those positions cuz of our teleport.
Having an identity & certain playstyle as an army is of course good. And I'm not necesarly against the slann being key to our army. However, I do feel there are a couple of ways in which our slann is different to the exampls you listed.Yes, you should bring a Slann in every 2k list. However, you should also bring one or more Keeper of Secrets, one or more Death Wizard, one or more Fyreslayers Priest, one or more Plague Furance, one or more Blood Secrator, ect. Army's have identity in AoS. Part of what makes Seraphon appealing is our unique style of play and army identity. You only "need" the Slann if you are playing at tournaments and want to win them.
- Our slann needs to be our general. Those examples do not.
- We cannot bring a back-up slann. Those example you can bring a back-up of whatever it is they need.
- Our slann mostly just sits in a corner summoning. Those examples generally take a more active role in the game.
- Combining 1 & 3. Our slann is the only one where a centerpiece unit for your army (namely your freaking general) is mostly passive. The others are either far more active, or at the very least are only a minor hero (e.g. necromancers) and not the star of your army.
- Your examples have meaningfull choice as they're often a class of unit with several options (a priest, a wizard), not a specific unit (slann). And nearly all of them have at least some meaningfull load-out options (spells, prayers, artifacts, weapon loadouts). Whereas for us it's the exact same thing most of the time. Namely a slann on a balwind vortex near a cogs, with 9 out of 10 times the same trait and artifact & only recently have we gotten an actual choice with our spell lore (admittadly still only 2 spells that are really worth it... but progress.)
- Our entire summoning mechanic lives or dies with the slann. For those other examples that's, generally speaking, not the case. Yeah your fyreslayers are gonna be a lot less sturdy without the priest. But it's not like they turn into skink levels of squishyness either...
Imho, if you want to keep the current mechanic you need to do the following:
- Give us an actual choice in generals. A great solution here: our armies have 2 generals, both with general traits and an artifact. The slann & the highest ranking skink or saurus who relays his orders to the lesser seraphon. It'd be super thematic, very unique & gives us far more flexibility when making lists.
- Give our slann a more active role so he isn't just a glorified piece of scenery. Make it a capable combatant. Give it short ranged buffs that requires him to stay near the fighting instead of sitting safely in a corner. Just something that forces him to do be active if he wants to utilize more than a fraction of his power.
- Some sort of interactive backup mechanic. Be it a second slann or the skinks helping him. It's okay if the slann is mantains the vast majority of our summoning. But the entire mechanic living or dying with the slann is a bit much.