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AoS Second Edition

About the double Slann thing, it says you forgo casting a spell for the points so if you say he will forgo mystic shield does that count for the rule of one?
As far as anyone can tell right now, you essentially elect to not use an available spell cast from the Slann general, rather than pick a specific spell and then not cast it. That said, given the wording we're waiting for the actual rules in a format we can study better before we can say for certain.
 
Speaking of that last bit, I think that's the best aspect of our summoning; Khorne armies need things to have died. Tzeentch armies need spells to have been cast. Death armies need command points, gravesite access, and the unit they need to have already been present and slain. Ours, as far as I can tell, just works. We can move our Slann and Astroliths. We can amass large numbers of summoning points in a hurry if needed, or keep accumulating points on the backburner while focussing other tasks. Most of the things we can summon are available with as few as 12 points, which can be done in a single turn.
Except that you know, stuff will die when fighting a khorne army and since half of a tzeentch army consists of wizards spells will be cast. If you play tzeentch and all your stuff gets unbound you're already massivly losing. Idem if you're playing khorne and you're failing to kill stuff. They don't have to do anything for their summoning to work other than just play and not lose horribly. The only advantage we have is that the only way to stop us from generating points is by outright killing the slann & astrolith bearer, you can't interupt it any other way. Whereas a Tzeentc army could have their spells unbound. Admittadly, most armies don't stand a chance at unbinding everything but you can at least slow it down unlike our point generation which is solely under our control provided our slann survives. In every other way the other mechanics seem far more favorable though.

Death is a bit special but since their summoning has been split up into heaing & the graveyard summoning mechanic the healing part should still guarantee a significant bit of the "summoning"-power to be there. Even if technicly it isn't "summoning" as it doesn't create new units.
 
About the double Slann thing, it says you forgo casting a spell for the points so if you say he will forgo mystic shield does that count for the rule of one?

Nope, you must attempt to cast it for the rule of one
 
Sweet! Ty! I was hoping I was wrong lol
 
Except that you know, stuff will die when fighting a khorne army and since half of a tzeentch army consists of wizards spells will be cast. If you play tzeentch and all your stuff gets unbound you're already massivly losing. Idem if you're playing khorne and you're failing to kill stuff. They don't have to do anything for their summoning to work other than just play and not lose horribly. The only advantage we have is that the only way to stop us from generating points is by outright killing the slann & astrolith bearer, you can't interupt it any other way. Whereas a Tzeentc army could have their spells unbound. Admittadly, most armies don't stand a chance at unbinding everything but you can at least slow it down unlike our point generation which is solely under our control provided our slann survives. In every other way the other mechanics seem far more favorable though.

Death is a bit special but since their summoning has been split up into heaing & the graveyard summoning mechanic the healing part should still guarantee a significant bit of the "summoning"-power to be there. Even if technicly it isn't "summoning" as it doesn't create new units.
Khorne's works on units destroyed so you could cripple a unit and then disengage from it if you have the upper hand to deny them the summoning points. Between Sage's Staff and Astroliths, we are actually capable of shutting down Tzentch casting. Sure, we're not going to keep up either of these things for a whole battle, but we could starve them of points long enough to leave them unable to fight back properly for at least one round. In objective-based games it might just be enough, and it's something they can't do to us without shutting down our summoning entirely.

This isn't just on an us-fighting-them thing either, by the way; a Khorne army against a particularly tanky army (like Disposessed, maybe?) might have problem killing enough units to get something they plan to summon onto the field in time. We won't have that problem. Tzeentch armies against armies with good unbinding abilities (again, Disposessed's heroes spring to mind) might not manage to get enough spells off, especially if their opponent isn't casting any (I feel like Disposessed aren't going to have too many problems with daemon summoning). We won't have that problem. A Death player might need those Command points elsewhere to quickly deal with a particularly tricky opponent like Allarielle. We won't have that problem. And given that all we have to do is sacrifice spell casting, as a faction with a lot of access to a lot of spells per turn, the only problem we do have is based on how much we really need to be casting spells on a per-turn basis. And assuming an average 2 from an Astrolith, you only need to forgo one spell to set up 10 skinks every turn, which still lets your Slann cast two (plus Cogs and Balewind bonuses) every turn.
 
Khorne's works on units destroyed so you could cripple a unit and then disengage from it if you have the upper hand to deny them the summoning points. Between Sage's Staff and Astroliths, we are actually capable of shutting down Tzentch casting. Sure, we're not going to keep up either of these things for a whole battle, but we could starve them of points long enough to leave them unable to fight back properly for at least one round. In objective-based games it might just be enough, and it's something they can't do to us without shutting down our summoning entirely.

This isn't just on an us-fighting-them thing either, by the way; a Khorne army against a particularly tanky army (like Disposessed, maybe?) might have problem killing enough units to get something they plan to summon onto the field in time. We won't have that problem. Tzeentch armies against armies with good unbinding abilities (again, Disposessed's heroes spring to mind) might not manage to get enough spells off, especially if their opponent isn't casting any (I feel like Disposessed aren't going to have too many problems with daemon summoning). We won't have that problem. A Death player might need those Command points elsewhere to quickly deal with a particularly tricky opponent like Allarielle. We won't have that problem. And given that all we have to do is sacrifice spell casting, as a faction with a lot of access to a lot of spells per turn, the only problem we do have is based on how much we really need to be casting spells on a per-turn basis. And assuming an average 2 from an Astrolith, you only need to forgo one spell to set up 10 skinks every turn, which still lets your Slann cast two (plus Cogs and Balewind bonuses) every turn.
Several things:

Khorne, Nurgle, Slaanesh & tzeenth make no meaningfull sacrifice to use their summoning it just happens with what they regularly do. There's way to slow it down, but that involves the opponent activly working against them. In our case we activly work to generate points, but our opponent can't interact with that. Undeath is a bit special as it has it's summoning split up into two mechanics. One is the various healing mechanics like deathly invocation which again the undeath player has to do nothing for, they are there pretty much regardless, the other is the command ability. However that command ability is a last resort, the main power of their summoning has been put into the various passive healing mechanics. Which again means that the undeath player doesn't activly work to generate points, but his opponent activly works to stop his "summoning"

We on the other hand activly work to generate points by sacrificing spells, which our opponent has no real influence over. Basicly we have the inverse model of point generation compared to the others. We activly work to generate summoning points, in the case of the others the opponent needs to activly work to stop generating points.

What also helps a lot is that they have their generation split up across their armies, as opposed to having all of it stuck in 1 or 2 models.

It makes their mechanics vastly more reliable and user-friendly. Provided of course they don't have horrid numbers. Hence on paper at least their mechanics sound preferable.
 
I don't like the candles on the horse, that's just silly IMO. The rest is nice.
they're magic candles that make him cast better so I suppose it's allowed.
 
Sure, but for me they disrupt the lines of the horse head armor too much. I would probably cut them off...
 
I don't like the candles on the horse, that's just silly IMO. The rest is nice.

You could easily cut them off, what I don't like are the wings why would he need wings it's a bloody ghost they don't need wings........
 
You could easily cut them off, what I don't like are the wings why would he need wings it's a bloody ghost they don't need wings........
it's a ghost pegasus as opposed to a ghost horse?
 
it's a ghost pegasus as opposed to a ghost horse?

Is it, I can't tell, why would a pegasus be armoured they are always depicted as pure and white and the wings look wrong but yeah it's fantasy.
 
Is it, I can't tell, why would a pegasus be armoured they are always depicted as pure and white and the wings look wrong but yeah it's fantasy.
I don't think it's that uncommon, I think the ones in fire emblem usually had some light armor similar to this one. The ones in the total war game also have some bits and pieces of armor. Plus, it does make sense to have that bit of armor. At least now your pegasus has some protection from glancing blows from the front. Seems usefull if you don't want a stray Arrow to take it down.
 
I don't think it's that uncommon, I think the ones in fire emblem usually had some light armor similar to this one. The ones in the total war game also have some bits and pieces of armor. Plus, it does make sense to have that bit of armor. At least now your pegasus has some protection from glancing blows from the front. Seems usefull if you don't want a stray Arrow to take it down.

I hope the kit has an option for no wings or at least easily green stuffed holes
 
why are they both capable casters & powerfull melee combatants… and that's ignoring their supportive capabilities…
Also, why do they get a super arcane bolt?
The slann and Kroak really need a significant buff if anyone's going to want to claim they're actually good casters. At this point we're starting to look rather puny...

Also, their mounts look creepy as hell.
 
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