• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

8th Ed. 7 Secret Siglis of Summoning?

Slann

Scalenex

Keeper of the Indexes
Messages
11,452
Likes Received
20,359
Trophy Points
113
What goes well with us? The spell is daunting because the options are virtually limitless.

I figure in most cases we'll want a hard hitting infantry unit to flank an enemy or a defensively loaded infantry unit to stall something. A harassing light unit could work as could a conveniently niche filling character, but the real tempation would be artillery, and I think the winning race is dwarfs because they can get to the closest to 150 points without going over. I think the reasonable strategy is to pick one army of things you might want to summon and bring a couple. That's why I'm including Lizardmen because it should be pretty easy for us to have extra LM units. Here's the shortlists I came up with based on the armies I have models for or friends that could loan me suitable models. You can tell I have a lot of respect for the power of dwarfs because they beat me so often. I also think Slayers which are usually a subpar choice would be fantastic in a game laden with giant monsters.

Lizardmen
75 point options
Salamander or Razordon
10 Skink Skirmishers with blowpipes
6 Chameleon Skinks
15 Skinks
Level One Skink Priest
150 point Options
5 Terradon Riders
2 Salamanders or Razordons
300 point Options
5 Kroxigors with Champion
25 Spear Saurus, 27 hand weapon saurus
27 Skink/3 Kroxigor
18 Temple Guard and Musician

High Elf Options
75 point options
Giant Eagle
150 point Options
Lion Chariot
Level 2 Mage on Elven Steed
300 point Options
20 Sword Masters
20 White Lions
25 Sea Guard

Dark Elf Options
75 point options
6 Harpies
150 point Options
25 Dark Elf Warriors
15 Corsairs
15 Witch Elves
14 Crossbowmen + Musician and Champion
Level one sorceress on Dark Pegasus
300 point Options
20 Black Guard with Full Command
30 Corsairs
25 Executioners
27 Witch Elves with Full Command
Master on Manticore with lance, shield, heavy armor, dragon cloak
Level 4 Supreme Sorceress on Cold One

Orcs and Goblins Options
75 point options
2 Trolls
Goblin Wolf Chariot with extra Wolf and Crewman
25 Night Goblins
6 Wolf Riders with spears and shields
Level One Savage Orc Shaman
150 point Options
30 Goblins with spears and shields and full command
25 Night Goblins with 3 Fanatics
10 Spider Riders with bows and Standard Bearer
16 Big Un Orc Boys with additional hand weapons
300 point Options
6 River Trolls
8 Regular Trolls
12 Boar Riders with SB, spears, shields, big boy upgrade
12 Savage Orc Boar Riders with additional hand weapons

Dwarfs
75 point options
Dragon Slayer (to point at a monster)
Runesmith (to boost dispel dice)
Bolt Thrower and Engineer with hand gun and brace of pistols
150 point Options
Runelord
Demon Slayer
15 great weapon warriors/16 handweapon warriors and musician
13 quarrelers and musician/10 Thunderers and Champion
12 Hammerers and Musician
Cannon or Grudge Thrower with Engineer with hand gun and brace of pistols
13 Slayers and Musician
Organ Gun
11 Ironbreakers and Musician
300 point Options
11 Giant Slayers, 1 Troll Slayer or 27 Trolls Slayers
30 great weapon warriors
20 Ironbreakers and Full Command
25 Hammerers
 
Great list there.

In my last SoM game my opponent summoned an Ogre Butcher in turn 5 to grab a Fulcrum in turn 6 as we were both running low on Wizards. In my last turn I summoned an Organ Gun and killed said Butcher. :D

Ogre casters are great at the 150 points level, especially the Firebelly as you also get a Breath Weapon. You get T5 and 4W so they are great for holding Fulcrums if you're used to having Skinks up there!
 
Back
Top