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Tutorial The art of Summoning

Discussion in 'Seraphon Tactics' started by Killer Angel, Nov 9, 2018.

  1. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    ...and this is another thread that has expired its usefulness, so I'm going to "unstick" it.

    Well, pretty sure it has been of help to many of us. :)
     
  2. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    yeah unfortunately with the turn they took , summoning as we know it is dead
     
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  3. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I mean, 10 Skinks a turn?
     
  4. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    lol the EotG is better summoning now!
     
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  5. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    It use to run two. So some games they were more than half my summoning anyways. Gone are they days or making the best of fickle abilities.
     
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  6. Tupac-Kaq
    Jungle Swarm

    Tupac-Kaq New Member

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    As I understand it, it says "the first spell with each friendly Slann or Oracle". So for example, if I have :

    - Kroak (general)
    - Slann Starmaster
    - Saurus Astrolith Bearer

    Both Kroak and the Slann can convert their first spell into a conjuration. So in the end I can get 4D3 conjuration pts + 5 spells per turn. Am I right ?
    If I'm correct it means there could be a funny list of spell & summon heavy.
     
  7. Nart
    Carnasaur

    Nart Well-Known Member

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    Yes, but you will get diminishing returns with more units, which can generate CP. I don't think, it is worth taking dual slann for more summoning. Slann+Kroak is fine for ultimate magic lists, as well as astrolith.
     
  8. Tupac-Kaq
    Jungle Swarm

    Tupac-Kaq New Member

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    Yeah, I'm thinking on a spell heavy list with the added benefit of having better summoning. I think this can be nice, and even if you spend 2 spells/turns into summoning you still have between 4 and 7 spells to cast.
     
  9. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Well, we can say goodbye to "heavy" summon. But you can still do something nice…
    4d3 if you're lucky lets you collect 10 pts. It's a terradon unit.
    If you are running a list with terradon chief you could throw into the fray some fresh MW
     
  10. DeathBringer125
    Carnasaur

    DeathBringer125 Well-Known Member

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    I have a feeling Kroak Nado could be great now. Essentially a 4+ 4+(FNP) 2+ (Saurus guard blocking) on damage. Also you can cast spells through other wizards so if you have to retreat you can use a starpriest or something to cast the spells
     
  11. Nart
    Carnasaur

    Nart Well-Known Member

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    Yes, kroaknado is strong again. Up to +5 to casts (+4, if you don't have arcane terrain), decent defence, up to +12 to range +arcane vassal. May cast 6 up to 6 spells a turn. Almost nagash for 1/3rd of the price (excluding support, tbh. With support - about half the price.)
     
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  12. Alladin the Paladin
    Chameleon Skink

    Alladin the Paladin Well-Known Member

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    I think Summoning could be “saved” if it was kept as is in 2.0, except you received 3CP for forgoing a spell. It’s not much, but I think not casting comets call, or stellar tempest only to roll 1-2 on your D3 CP would be facepalm frustrating.

    This way, a decent list with one slann/Kroak and AB would get 2D3+3, 2D3+6 if you include the Oracle (and would justify his cost much better as well, use him as vassal while still getting 6-12 CPs per turn. At least this lets you get 10 skinks each turn...
     

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