Slann
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Ninth Spawning
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So, the new nurgle come with a new summoning mechanic. The rules are as follows
Now you'l Always be able to put down 1 gnarlmaw, and you can summon more as mentioned before. So turn 1 you'l probably start with 4 + D3 points. In the best case scenario and assuming you're just dumping gnarlmaws everywhere you could gain the following points. I'm assuming there'l Always be an enemy and ally in both territories from turn 2 onward.
turn 1: 4 +d3 = 7, summon 1 gnarlmaw
turn 2: 6 + 2d3 = 12, summon 1 gnarlmaw, 5 points left over
turn 3: 6 + 3d3 = 15, summon 2 gnarlmaws, 6 points left over, from this point onward you start scaling nicely exponationally as you get enough points for 2 summons per turn.
turn 4: 6 + 5d3 = 21, summon 3 gnarlmaws, 6 points left over
turn 5: 6 + 8d3 = 30, with 6 left over from the last turn in 36 points.
Without summoning extra gnarlmaws the best you can do is 6 + d3 per turn, which is easily within acceptable limits, maybe even on the low side considering most the summons of 7 don't amount to much.
Anyways, it seems like a much better way of dealing with summoning than the current rules. It avoids the issue of requiring a reserve of points which I find a very great improvement. There's ways for an enemy to diminish the amount you gain while you have ways to increase it which is nice. The only issues I personally see are the costs being a tad high, that unclean one for 28 you're not going to reach until turn 4 unless you're very Lucky and the things you can summon for 7 points barely amount to anything apart from the gnarlmaw (their effects are quite decent alongside the generation of more points)
So, what do you guys think about it?
- summoning costs contagion points, not reinforcement points
- Summoning isn't a spellcast, it just works.
- Summoning is done within 12" of a gnarlmaw or friendly nurgle hero and 9" away from enemies.
- Nothing is mentioned about the summoning counting as its move!
- Points are earned as follows at the start of your hero phase you get:
- 3 points for having a friendly model in your territory (not sure if a gnarlmaw technicly counts for this, would make things easier though)
- 3 points for having one in your enemies territor (idem for the gnarlmaw)
- 1 additional point for every territory in which you only have your models and no enemies
- D3 for each gnarlmaw that has no enemies within 3"
- There's command traits that can give points
- certain battalions can give points
Now you'l Always be able to put down 1 gnarlmaw, and you can summon more as mentioned before. So turn 1 you'l probably start with 4 + D3 points. In the best case scenario and assuming you're just dumping gnarlmaws everywhere you could gain the following points. I'm assuming there'l Always be an enemy and ally in both territories from turn 2 onward.
turn 1: 4 +d3 = 7, summon 1 gnarlmaw
turn 2: 6 + 2d3 = 12, summon 1 gnarlmaw, 5 points left over
turn 3: 6 + 3d3 = 15, summon 2 gnarlmaws, 6 points left over, from this point onward you start scaling nicely exponationally as you get enough points for 2 summons per turn.
turn 4: 6 + 5d3 = 21, summon 3 gnarlmaws, 6 points left over
turn 5: 6 + 8d3 = 30, with 6 left over from the last turn in 36 points.
Without summoning extra gnarlmaws the best you can do is 6 + d3 per turn, which is easily within acceptable limits, maybe even on the low side considering most the summons of 7 don't amount to much.
Anyways, it seems like a much better way of dealing with summoning than the current rules. It avoids the issue of requiring a reserve of points which I find a very great improvement. There's ways for an enemy to diminish the amount you gain while you have ways to increase it which is nice. The only issues I personally see are the costs being a tad high, that unclean one for 28 you're not going to reach until turn 4 unless you're very Lucky and the things you can summon for 7 points barely amount to anything apart from the gnarlmaw (their effects are quite decent alongside the generation of more points)
So, what do you guys think about it?