So we all know that Summoning is currently borked in AoS. If you play without the matched play restrictions, then it is utterly overpowered, while if you do play with matched play restrictions it's of such limited utility that it might as well not exist.
Another, admittedly smaller, point of contention with the rules for undead in Age of Sigmar are our banners, which restore models to our units, making them unquestionably the strongest banner effects in the game, in many (mostly not undead) players' minds to an unreasonable degree.
As part of a homebrew battletome I've been working on, I've come up with the following system to address both issues, and would like feedback if anyone has the time to look this over:
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Part 1:
Replace all summoning spells with 'healing' spells. This would basically amount to a reversion to the old warhammer invocation model, where our standard recursion spell restored models to existing units rather than creating new units, reserving actual summoning to more specialized spells, generally only for zombies. That sort of thing I would leave to battletome spell lores rather than being the standard spells that come on the units.
Each unit would have their own unique healing spell, with the casting values and amount of models restored standardized as follows:
Basic Infantry (eg: skeletons, zombies), cast on a 4+, restores d6 models. If casting value was 8 or more, restores 2d6 models instead.
Basic Cavalry and Elite Infantry (eg: grave guard, black knights), cast on a 4+, restores d3 models. If casting value was 8 or more, restores d6 models instead.
Any units with 3-5 wounds per model (eg: Spirit Hosts, Blood Knights), cast on a 5+, restores a single model, or d3 models if casting value is 10 or more
Units with 6+ wounds per model (eg: Morghasts), cast on a 6+, restores a single model, or d3 models if casting value is 12 or more
Non-Monstrous Individuals (those that can currently be summoned or healed by spells): restore one wound when cast on a 4+, or restore d3 wounds if the casting value is 8 or more
Monsters & Monstrous Individuals (those that can currently be summoned or healed by spells): restore d3 wounds when cast on a 6+, or d6 wounds if the casting value is 12 or more
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Part 2:
The second Change I'm proposing is to banners, reigning them in somewhat by replacing their automatic model restoration with the following:
Any unit with one or more standard bearers can cast their own healing spell on themselves once per hero phase. The spell is automatically cast at its lowest successful casting value, but opposing wizards may attempt to unbind them as usual. Spells cast in this way do not count towards the 'Rules of Three' in matched play games.
This would give opponents a chance to limit the models restored by banner spells to key units, but at the cost of eating unbinding attempts, adding some interactivity to the process, which should hopefully make it less frustrating to opponents.
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As usual, any suggestions or feedback would be greatly appreciated.
Another, admittedly smaller, point of contention with the rules for undead in Age of Sigmar are our banners, which restore models to our units, making them unquestionably the strongest banner effects in the game, in many (mostly not undead) players' minds to an unreasonable degree.
As part of a homebrew battletome I've been working on, I've come up with the following system to address both issues, and would like feedback if anyone has the time to look this over:
***************************************
Part 1:
Replace all summoning spells with 'healing' spells. This would basically amount to a reversion to the old warhammer invocation model, where our standard recursion spell restored models to existing units rather than creating new units, reserving actual summoning to more specialized spells, generally only for zombies. That sort of thing I would leave to battletome spell lores rather than being the standard spells that come on the units.
Each unit would have their own unique healing spell, with the casting values and amount of models restored standardized as follows:
Basic Infantry (eg: skeletons, zombies), cast on a 4+, restores d6 models. If casting value was 8 or more, restores 2d6 models instead.
Basic Cavalry and Elite Infantry (eg: grave guard, black knights), cast on a 4+, restores d3 models. If casting value was 8 or more, restores d6 models instead.
Any units with 3-5 wounds per model (eg: Spirit Hosts, Blood Knights), cast on a 5+, restores a single model, or d3 models if casting value is 10 or more
Units with 6+ wounds per model (eg: Morghasts), cast on a 6+, restores a single model, or d3 models if casting value is 12 or more
Non-Monstrous Individuals (those that can currently be summoned or healed by spells): restore one wound when cast on a 4+, or restore d3 wounds if the casting value is 8 or more
Monsters & Monstrous Individuals (those that can currently be summoned or healed by spells): restore d3 wounds when cast on a 6+, or d6 wounds if the casting value is 12 or more
***************************************
Part 2:
The second Change I'm proposing is to banners, reigning them in somewhat by replacing their automatic model restoration with the following:
Any unit with one or more standard bearers can cast their own healing spell on themselves once per hero phase. The spell is automatically cast at its lowest successful casting value, but opposing wizards may attempt to unbind them as usual. Spells cast in this way do not count towards the 'Rules of Three' in matched play games.
This would give opponents a chance to limit the models restored by banner spells to key units, but at the cost of eating unbinding attempts, adding some interactivity to the process, which should hopefully make it less frustrating to opponents.
******************************************
As usual, any suggestions or feedback would be greatly appreciated.
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