Slann
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Ninth Spawning
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But it not being mentionned anywhere doesn't mean it doesn't cost points. It just says that you need contagion points instead of summoning with a wizard, but the rules of matched play clearly state that any unit summoned must be paid with points. This would still apply, since they only changed the WAY they're summoned.
EDIT: Also it is not unuseable, you actually can be certain that you'll be summoning a unit of plaguebearers anywhere near a tree or hero and can't be dispelled. This in itself is a pretty good mechanic and better than regular summoning IMO. Just having the possibility of planting trees all over the board and then, for example, waiting for an objective that drops in later turns for certain scenarios seems like very strong.
It'd be unuseable by the mere fact that you're not going to be able to summon anything of remote significance until turn 3 or 4 which in game that lasts 5 turns is far too late. Not to mention that summoning something significant twice will essentially be impossible.
To put it into perspective here's the point ranges of units that can be summoned for each point range:
For 7 contagion points: 0-60 points
For 14 contagion points: 100-120 points
For 21 contagion points: 200-240 points
For 28 contagion points: 340 points.
With how limited contagion point generation is this'd mean that in order to use summoning for anything significant you'd be putting a significant chunk of your army in reserve till the 3th or 4th turn. Putting 10-25% of your army into reserve until over half the game has already been played is a massive disadvantage. And that's assuming that once you have enough points you actually have a place to summon. Remember, those summons have range limitations from heroes and enemies that are much stricter than the others. It's viably possible to block nurgle summons. And that's disregarding the fact that it's possible to limit the contagation point regeneration. Having both limitations seems very excessive..
Or at least it is assuming contagion point generation is as limited as I expect it to be. If people figure out a way to generate 50 points per turn from turn 2 or something then obviously my whole point is moot. But I doubt that
But I suppose they should F.A.Q. it, bound to lead to confusion.
Edit: In addition to all of that, a gnarlmaw costs 7 points, it generates 2 on average per turn. This means than the only gnarlmaw that's expected to actually increase your total points is one summoned in turn 1. And that's assuming your enemy doesn't block it at any point. Every single other one will most likely not pay itself back. This slows down the generation considerably further than I thought initially making battalions and general traits and such the only real increases. With so little generation I'd expect that if the point cost remains the only stable uses will be either to spam gnarlmaws (they still do mortal wounds and if nothing else, they're in the way. Briljant strategy to block an objective) or to summon that 1 stray unit of 5 plaguebearers on that 1 unclaimed objective in the final turn to turn the tide. Everything else will rely too much on randomness (do my gnarlmaws generate 1 or 3 points this turn..) and your enemy being nice to actually be reliable.
Just makes a lot of sense for Seraphon to be summonable or renewable to a degree because they're literally physical manifestations of memories... We are of the stars!
Death, Seraphon, Daemons... Things that make sense to be summonable / renewable.
Sigmarines to a degree, but I can't recall how long their regeneration process takes, so probably not. They don't need it anyway.
Anything else is alive... So makes no sense to have them regenerating.
Sigmarites need to be reforged which takes time and is torture so that won't work.
They regenerate units, and then when an enemy unit is wiped out near a graveyard they can regenerate a complete unit on a certain diceroll (see todays new article)
That's an intersting idea. Though how many graveyards do they get to place? And/or can they increase the amount of graveyards? Seems an easier mechanic to avoid unlike nurgle's gnarlmaws. Plus, the gnarlmaws have an incentive for your enemy to go to them (preventing points) and also an incentive to leave em alone (mortal wounds). Do the graveyards have that as well?
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