Carnasaur
Nart
Well-Known Member
- Messages
- 1,395
- Likes Received
- 2,795
- Trophy Points
- 113
I just noticed, that we talk a lot about new summoning rules, and if we can use it multiple times on Slann and how it got nerfed and all this kind of stuff.
But I'd really like to ask to share experience with new summoning. I had only one game with Starborne and, I guess, many of those, who was already able to test new battletome, were toying with Coalesced too.
I really hope, that we will see Art of Summoning 2.0 someday, but untill then: what are your initial thoughts?
First of all, Slann general requirement seems like a problem.
There are several nice skink traits to go for, but Dracothion's Tail forces you to take Arcane Knowledge, which is good, but we don't always want it. Great Rememberer seems more handy, because of bonus CP. But even the greater problem is that you, probably, want Kroak over Slann. Which means, that you don't get command trait in this case at all. Probably, we can live with it, because Kroak is so much better than Slann.
Alternatively it is a starseer, but its not that you really want the traits on him - you want them on stegadon heroes or, at least, on a priest for free CP. On the other hand, his spell is good, so stacking master of star rituals + astrolith makes it very likely to go off. Looks like way better choice, than Slann. If you take on, of course.
Second, if you are not going specifically for summoning, 3d3 CCP is what you are most likely getting - d3 for Slann general, d3 for one spell and d3 for Astrolith, which is a good hero and you want him anyway. Taking a second slann may be considered in more magic-centered builds and Oracles are just not worth it. 3d3 on average is 6, of course, sometimes you will get less, sometimes more, and this is what I hate about summoning. Straight 2 CCP from a single source would be way better. With random generation you cannot preplan. But that's what we get.
Third, the summoning happens in the end of the movement phase - at the same point as our teleportation, which means that: a) you may teleport summoner in position and than summon a unit; b) you can teleport a summoned; c) you can teleport a hero to support a summoned unit. This allows you great flexibility at positioning summoned units, while keeping heroes where they are needed.
Forth, not necessary, but most likely, you want to get profit from unit as soon as you summon it. This means that bringing melee unit only for purpose of killing or a support hero, which casts/commands in hero phase, is most likely inefficient. Objectives grabbers, roadblockers, pressure appliers and 10"+shooters are winners here.
1) 6 CCP per turn is a unit of skink on average, which is pretty nice on its own. Skinks are not the objective stealers which they used to be, but put them in cover, and they can hold a bit on their own. After all, it is 50 additional wound to your army. They are nice just because they are fast and can defend backfield objectives. Even if you roll 1 on d3 6x times, you still can get them by turn 2.
After skinks we are going to 10 CCP category, which includes Terradons and Chief, Ripperdactyls and Chief, Warriors, Knights, Guard, Chameleons, Priest, Warden, Oldblood, lesser ScarVet and both hunting packs. You will be, most likely, summoning twice per game if you are aiming for this category.
Salamander is always nice. It is pretty random without rerolls and Priest's CA, but it is 6 wounds in 4+sv, 4 bodies and 4 fire spits, which can cause mortal wounds. And they don't need to roll 9+ to do something. Looks like the best generalist choice. Razordons are the same, but almost always worse. Good thing, in a few cases where you'd prefere razordon over sallie, you can just summon it.
Warriors are not nearly as bad as they used to be, compared to skinks. They are tougher and can actually punch things now, same bodies and skinks and only 4 CCP more to summon.
5-man guard unit can be summoned to guard slann or Kroak, still 5 bodies, 10 wounds, 4+ sv.
Knights look a bit worse in the same scenario, because they are best on charge and as defensive unit the guard is probably better.
Chameleons are wierd here, because their shooting is underwhelming and they are squishy and only 5 bodies. However, going to ambush is in the end of the movement phase now, so you can summon them, hide right away and then go out on the next turn. Hard to judge on paper, how much is it worth it, but it is definitely a tool to take note of.
Terradons, once again, is a unit you want on table from the start. However, with possible bonus to charge, they can bombard on the same turn they are dropped in and an intersting choice, if you already have a Chief nearby. Alternatively, their high movement allows them to be used in later turns for more reliable Deadly Cargo and backfield objective hunting.
Rippers are practically the same - they are interesting, if you already have chief. His ability range is large enough, so they can easily be buffed in combat phase. Problem, of course, with 9+ charge, for which you need starseer or hunter's steed or cogs, etc. Alternatively, looks like you receive a single blot toad for each ripperdactyl unit. And nothing stops you from using it from a summoned one. Might be helpful, if you still have a large ripper unit with chief, which already used the ability.
Chiefs are not a bad choice, IMO, especially the ripper one. Limited leader slots can be a problem, and if you want to commence the assult on turn 2, you can summon the chief, instead of taking one, because their ability is used in combat phase. With Ripper everything is easy - used in combat phase, 18" radius; with terradon - not so much - shorter range, and you may want to go in movement phase.
Oldblood and scarvet are interesting for the very same reason. Their CA's are both used in combat phase. It may be a bit hard to place them in such way, that targeted unit is wholly within 12" and, interestingly, guard has advantage here over saurus or knights.
Priest has one big problem - his abilities are used in hero phase, so you will have to correctly preplace him to be used in the following turn. Still, it may be worth it, because priest a squishy and can be sniped out. His abilities are awesome too.
Warden is 100% skip. Want to buff guard? Take Oldblood. Want to protect Slann? Take Guard. Poor guy.
3) 15 CCP category would be 100% once per game summon. If you are lucky or go 4d3, you have a chance to get this guys by turn 2 and still have something like 10 skinks to bring in the endgame. This tier includes starpriest, starseer, sunblood, astrolith and kroxigors. The common problem they share - they are mostly support heroes, that you want from turn 1.
Starseer has a gimmick, however. His staff works in the charge phase. So, if you somehow has 15 CCP and want a decisive charge to go off, don't forget about it. He still can pull his weight if summoned turn 2.
Sunblood, once again, can be useful is summoned early and his CA is used in combat phase too. The question is, do you really need that +1 to-wound so much? And if yes, why don't you already have a sunblood?
Both astrolith and starpriest are not worth it, IMO. You already, probably, have the former and rarely need too. And paying 15 CCP for it... why would anyone do that? And starpriest has priest's problem, but for 15 CCP instead of 10.
This leaves us with kroxigors. Which are, tbh, pretty nice. They need a reliable charge, so you, probably want a starseer nearby, which will grant them battle synergy in addition. They don't need much buffs, and if starseer is the general (which you, probably, want him to be), he can command them All-Out attack/defence. You also can summon a squad with a moonhammer or without one, depending on the target. Overall, they look like a solid choice.
4) If you reach 20 CCP tier, things are probably already going your way. You are reaching that much CCP on turn 4, on average, or turn 3, if you are lucky. With 4d3 you are more likely to reach it turn 3, which is still pretty much viable and may impact the game. The good news is that the choices are solid.
Bastiladon will probably be a worse in terms of damage than two salamanders, but he is still a tank and a strong psychological weapon.
Scar-Vet on Carno is terrifying horde killer. Once again, he needs a starseer to pull off 9" charge, but can buff himself in the following combat phase.
Warriors are also very solid choice, since 20 bodies = 40 celestite weapons attacks. You may chose between spears and clubs depending on the situation. And they will hit hard whatever they charge, even when unbuffed. Also, they are 20 bodies, which can take objectives. Should I even mention a starseer?
5) 25 CCP. How did you even collected that much? Or why? You are, probably, stomped your opponent into the dust by the end of turn 2, if you didn't need anything to summon so far. And, to be honest, choices here are... not that they are bad, they are just like 20 CCP or worse and why would you ever want anythign from here? You are reaching this with 4d3 on turn 3 or with 3d3 on turn 4 rolling just a little above average in both cases. I don't know, how would anything from this list to win the game, if something from 10-20 CCP already didn't.
Oldblood on Carno. Really, why he is 5 CCP more expensive than ScarVet? Want CA? Go for foot version. Want Carno? Go for ScarVet. Meh.
Stegadon is good, but he is not even a hero. Flamers won't reach the target at all. Bow is stricktly worse than two salamanders and combat stats are not exceptional. I don't see why you would need one on turn 4. Even on turn 3.
Troglodon. This one must be a joke. For 25 CCP he is going to do about as much in melee and 10 CCP-worth units and his abilities won't be used before the following hero phase. Which is turn 4 or 5. The worst choice for summoning. Ever.
6) 30 CCP. Really? If you roll on average with 3d3 CCP per turn, you are getting this ones on turn 5. If you roll perfectly - every single of 12 d3's are 3 - on turn 4. If you are gaining 4d3 per turn - one turn earlier with the same conditions. Once again, choices are solid. But why you ever want them by the end of the game? 10 skinks may decide more at this stage than single Stegadon. Anyway:
Skink Chief on Stegadon. Same as stegadon, but can actually buff himself, if he charges successfuly. Not that it means anything on turn 5.
Engine of the Gods. Same, but can roll 2d6 or 3d6 and heal itself for 0 wounds because it is at full. Or even summon 10 warriors. Let's just finish this.
Conclusion
Looks like skink spam is not dead. You cannot swarm enemy with objective-stealing skink horde anymore, but they are still seems like the most effictient unit to summon. Conteders are hunting packs, guard, warriors and, maybe, kroxigors. Somethimes you are going to need a support hero and somtimes you are lucky enough to bring a bastiladon.
That's my thoughts. Now I would be happy to hear yours.
But I'd really like to ask to share experience with new summoning. I had only one game with Starborne and, I guess, many of those, who was already able to test new battletome, were toying with Coalesced too.
I really hope, that we will see Art of Summoning 2.0 someday, but untill then: what are your initial thoughts?
First of all, Slann general requirement seems like a problem.
There are several nice skink traits to go for, but Dracothion's Tail forces you to take Arcane Knowledge, which is good, but we don't always want it. Great Rememberer seems more handy, because of bonus CP. But even the greater problem is that you, probably, want Kroak over Slann. Which means, that you don't get command trait in this case at all. Probably, we can live with it, because Kroak is so much better than Slann.
Alternatively it is a starseer, but its not that you really want the traits on him - you want them on stegadon heroes or, at least, on a priest for free CP. On the other hand, his spell is good, so stacking master of star rituals + astrolith makes it very likely to go off. Looks like way better choice, than Slann. If you take on, of course.
Second, if you are not going specifically for summoning, 3d3 CCP is what you are most likely getting - d3 for Slann general, d3 for one spell and d3 for Astrolith, which is a good hero and you want him anyway. Taking a second slann may be considered in more magic-centered builds and Oracles are just not worth it. 3d3 on average is 6, of course, sometimes you will get less, sometimes more, and this is what I hate about summoning. Straight 2 CCP from a single source would be way better. With random generation you cannot preplan. But that's what we get.
Third, the summoning happens in the end of the movement phase - at the same point as our teleportation, which means that: a) you may teleport summoner in position and than summon a unit; b) you can teleport a summoned; c) you can teleport a hero to support a summoned unit. This allows you great flexibility at positioning summoned units, while keeping heroes where they are needed.
Forth, not necessary, but most likely, you want to get profit from unit as soon as you summon it. This means that bringing melee unit only for purpose of killing or a support hero, which casts/commands in hero phase, is most likely inefficient. Objectives grabbers, roadblockers, pressure appliers and 10"+shooters are winners here.
1) 6 CCP per turn is a unit of skink on average, which is pretty nice on its own. Skinks are not the objective stealers which they used to be, but put them in cover, and they can hold a bit on their own. After all, it is 50 additional wound to your army. They are nice just because they are fast and can defend backfield objectives. Even if you roll 1 on d3 6x times, you still can get them by turn 2.
After skinks we are going to 10 CCP category, which includes Terradons and Chief, Ripperdactyls and Chief, Warriors, Knights, Guard, Chameleons, Priest, Warden, Oldblood, lesser ScarVet and both hunting packs. You will be, most likely, summoning twice per game if you are aiming for this category.
Salamander is always nice. It is pretty random without rerolls and Priest's CA, but it is 6 wounds in 4+sv, 4 bodies and 4 fire spits, which can cause mortal wounds. And they don't need to roll 9+ to do something. Looks like the best generalist choice. Razordons are the same, but almost always worse. Good thing, in a few cases where you'd prefere razordon over sallie, you can just summon it.
Warriors are not nearly as bad as they used to be, compared to skinks. They are tougher and can actually punch things now, same bodies and skinks and only 4 CCP more to summon.
5-man guard unit can be summoned to guard slann or Kroak, still 5 bodies, 10 wounds, 4+ sv.
Knights look a bit worse in the same scenario, because they are best on charge and as defensive unit the guard is probably better.
Chameleons are wierd here, because their shooting is underwhelming and they are squishy and only 5 bodies. However, going to ambush is in the end of the movement phase now, so you can summon them, hide right away and then go out on the next turn. Hard to judge on paper, how much is it worth it, but it is definitely a tool to take note of.
Terradons, once again, is a unit you want on table from the start. However, with possible bonus to charge, they can bombard on the same turn they are dropped in and an intersting choice, if you already have a Chief nearby. Alternatively, their high movement allows them to be used in later turns for more reliable Deadly Cargo and backfield objective hunting.
Rippers are practically the same - they are interesting, if you already have chief. His ability range is large enough, so they can easily be buffed in combat phase. Problem, of course, with 9+ charge, for which you need starseer or hunter's steed or cogs, etc. Alternatively, looks like you receive a single blot toad for each ripperdactyl unit. And nothing stops you from using it from a summoned one. Might be helpful, if you still have a large ripper unit with chief, which already used the ability.
Chiefs are not a bad choice, IMO, especially the ripper one. Limited leader slots can be a problem, and if you want to commence the assult on turn 2, you can summon the chief, instead of taking one, because their ability is used in combat phase. With Ripper everything is easy - used in combat phase, 18" radius; with terradon - not so much - shorter range, and you may want to go in movement phase.
Oldblood and scarvet are interesting for the very same reason. Their CA's are both used in combat phase. It may be a bit hard to place them in such way, that targeted unit is wholly within 12" and, interestingly, guard has advantage here over saurus or knights.
Priest has one big problem - his abilities are used in hero phase, so you will have to correctly preplace him to be used in the following turn. Still, it may be worth it, because priest a squishy and can be sniped out. His abilities are awesome too.
Warden is 100% skip. Want to buff guard? Take Oldblood. Want to protect Slann? Take Guard. Poor guy.
3) 15 CCP category would be 100% once per game summon. If you are lucky or go 4d3, you have a chance to get this guys by turn 2 and still have something like 10 skinks to bring in the endgame. This tier includes starpriest, starseer, sunblood, astrolith and kroxigors. The common problem they share - they are mostly support heroes, that you want from turn 1.
Starseer has a gimmick, however. His staff works in the charge phase. So, if you somehow has 15 CCP and want a decisive charge to go off, don't forget about it. He still can pull his weight if summoned turn 2.
Sunblood, once again, can be useful is summoned early and his CA is used in combat phase too. The question is, do you really need that +1 to-wound so much? And if yes, why don't you already have a sunblood?
Both astrolith and starpriest are not worth it, IMO. You already, probably, have the former and rarely need too. And paying 15 CCP for it... why would anyone do that? And starpriest has priest's problem, but for 15 CCP instead of 10.
This leaves us with kroxigors. Which are, tbh, pretty nice. They need a reliable charge, so you, probably want a starseer nearby, which will grant them battle synergy in addition. They don't need much buffs, and if starseer is the general (which you, probably, want him to be), he can command them All-Out attack/defence. You also can summon a squad with a moonhammer or without one, depending on the target. Overall, they look like a solid choice.
4) If you reach 20 CCP tier, things are probably already going your way. You are reaching that much CCP on turn 4, on average, or turn 3, if you are lucky. With 4d3 you are more likely to reach it turn 3, which is still pretty much viable and may impact the game. The good news is that the choices are solid.
Bastiladon will probably be a worse in terms of damage than two salamanders, but he is still a tank and a strong psychological weapon.
Scar-Vet on Carno is terrifying horde killer. Once again, he needs a starseer to pull off 9" charge, but can buff himself in the following combat phase.
Warriors are also very solid choice, since 20 bodies = 40 celestite weapons attacks. You may chose between spears and clubs depending on the situation. And they will hit hard whatever they charge, even when unbuffed. Also, they are 20 bodies, which can take objectives. Should I even mention a starseer?
5) 25 CCP. How did you even collected that much? Or why? You are, probably, stomped your opponent into the dust by the end of turn 2, if you didn't need anything to summon so far. And, to be honest, choices here are... not that they are bad, they are just like 20 CCP or worse and why would you ever want anythign from here? You are reaching this with 4d3 on turn 3 or with 3d3 on turn 4 rolling just a little above average in both cases. I don't know, how would anything from this list to win the game, if something from 10-20 CCP already didn't.
Oldblood on Carno. Really, why he is 5 CCP more expensive than ScarVet? Want CA? Go for foot version. Want Carno? Go for ScarVet. Meh.
Stegadon is good, but he is not even a hero. Flamers won't reach the target at all. Bow is stricktly worse than two salamanders and combat stats are not exceptional. I don't see why you would need one on turn 4. Even on turn 3.
Troglodon. This one must be a joke. For 25 CCP he is going to do about as much in melee and 10 CCP-worth units and his abilities won't be used before the following hero phase. Which is turn 4 or 5. The worst choice for summoning. Ever.
6) 30 CCP. Really? If you roll on average with 3d3 CCP per turn, you are getting this ones on turn 5. If you roll perfectly - every single of 12 d3's are 3 - on turn 4. If you are gaining 4d3 per turn - one turn earlier with the same conditions. Once again, choices are solid. But why you ever want them by the end of the game? 10 skinks may decide more at this stage than single Stegadon. Anyway:
Skink Chief on Stegadon. Same as stegadon, but can actually buff himself, if he charges successfuly. Not that it means anything on turn 5.
Engine of the Gods. Same, but can roll 2d6 or 3d6 and heal itself for 0 wounds because it is at full. Or even summon 10 warriors. Let's just finish this.
Conclusion
Looks like skink spam is not dead. You cannot swarm enemy with objective-stealing skink horde anymore, but they are still seems like the most effictient unit to summon. Conteders are hunting packs, guard, warriors and, maybe, kroxigors. Somethimes you are going to need a support hero and somtimes you are lucky enough to bring a bastiladon.
That's my thoughts. Now I would be happy to hear yours.