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Extended use for summoning pool

 
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TheLazyhase
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PostPosted: Fri Feb 15, 2013 7:32 am GMT    Post subject: Extended use for summoning pool Reply with quote

For now, you have 12 points for the summoning pool that can only be used for dragonkin, for lack of other use. This variation is aimed to allow more use of this and making dragonkin less mandatory.

Under this variant, you do not have your usual 4 minor terrain reserve.
The summoning pool, which as alway cannot be composed of more than 1/3 your force, can contain :

* dragonkin, as per the usual rules.

* Minor terrain, for 4 points each.
To bring a minor terrain into play, instead of matching the terrain type, you need only to match a single color. In addition to the regular benefit, you can consider the terrain to be of the minor terrain type for non-magic-doubling purpose. In case of catastrophe or when the terrain is otherwise discarded, the dice go back to the summoning pool.

* regular troop. You can promote to unit in the summoning pool instead of unit in the DUA ; in this case the promoted unit go to the summoning pool.

* magic item. You can promote your magic item to bigger magic item in the summoning pool as if they were regular unit. Medallion cannot be in the summoning pool. When killing a dragon, you can also forego a number of promotion on your unit equal to the health of a magic item to put it from the summoning pool to the army.

Thoses change allow people without much dragonkin to not feel at a disavantadge ; it also make minor terrain more useful and dragon killing more flavorful.

The drawback, because there is alway at least one and often more, is that dragon invocation is more risky, since you may allow your opponent to considerably bolster its troop. Actual dragon killing are infrequent in my experience so far, but this is a real risk.

I have not tested with the Wild Growth SAI. It's likely it have to be restricted to promote non-dragonkin unit from the DUA or dragonkin from the summoning pool, to avoid Treefolk player putting 12 more point of treefolk in play in the first three turn.

Of course, you may also allow only part of thoses additions depending on your opinion.
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cliffwiggs
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PostPosted: Fri Feb 15, 2013 8:19 am GMT    Post subject: Reply with quote

Just to share some history.

The swamp stalkers used to have an ability to mutate additional health into their armies. Thus they could have more health in play than their opponent. This was considered very broken for that race.

Part of the reason is that health = power and to have more health means you can have more power. (the other reason is that at the time ties were broken based on health, so SS always won that way)

So with this change, I would do nothing except for loading up with extra units and use a city or kings die to promote as fast as I could.
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TheLazyhase
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PostPosted: Fri Feb 15, 2013 9:14 am GMT    Post subject: Reply with quote

cliffwiggs wrote:
So with this change, I would do nothing except for loading up with extra units and use a city or kings die to promote as fast as I could.


And are you sure it's better than having mage and summoning dragonkin ? I think not. While they have specifics drawback, dragonkin summoning is straightforward and easy to get, promotions are pretty rare.

City allow 1 health per turn, and you need to take it. And it work on dragonkin already. Kings die is 1 health per turn, except with exceptional shenanigans, so you need at least 4 turns to break even compared to taking 4 health of unit in the first place. Only dragon killing allow en masse promotion, and you still need to summon it and kill it.

Feral may need to be limited to dead unit for their racial for the same reason as Wild Growth.
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TheLazyhase
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PostPosted: Fri Feb 15, 2013 9:44 am GMT    Post subject: Reply with quote

Also, don't forget that 1-health dice cannot be promoted to.

So, if you have 6 2-health in your summoning pool, you will gain at most 6 health, providing you have enough 1-health dice.

If you have 4 3-health unit in your summoning pool, you can gain up to 8 health, but you need to have in your army at least 4 1-cap and 4 2-cap (1/3 of your force), and not lose any before you get to promoting thing.

If you have three monster in the summoning pool, you can gain 9 health with even more force building restriction.

And, in addition, you need to give up the ability to get dragonkin or minor terrain. And find a way to promote, which mean conquering a city or investing 4 point for that, and taking quite a bit of time to actually promote the units.

So, feral and/or wild growth shenanigan apart, it's actually a lot of effort for a less-than-stellar gain.
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