Oppenheimer
Varghulf
- May 26, 2013
- 743
There's a few situations which I can see summoning still working. It keeps fragile units in reserve until you need them, such as skeleton archers. It gives you a bit more flexibility to configure your army on the fly once you know what your enemy is deploying. You can also use the harbingers like a fireball that stays around since they will likely still make the charge from 9" due to their 3 dice rule. That helps make up for their so-so movement speed. BUT, all of that might not be worth it because you could fail to cast the spell and can't try again until next turn due to that stupid rule of 1, or could get unbound. If that happens you are actually at a disadvantage because you made your army smaller. So I probably won't use summoning much anymore.
The flesh eaters command abilities cannot be dispelled it fail so I'll still probably use them.
I would have rathered they gave armies without summoning a summoning tome or artifact that let them summon rather than just nerfing it to near uselessness.
The flesh eaters command abilities cannot be dispelled it fail so I'll still probably use them.
I would have rathered they gave armies without summoning a summoning tome or artifact that let them summon rather than just nerfing it to near uselessness.