Has anyone had luck running a slann General for summoning on vortex with cogs while having kroak focus on dishing out mortal wounds all game? Looking at a list worth both of them as a an incantor with the comet. I don't have a lot of wounds on the board but can summon up a storm then 2 and basically and armies with off mortal wounds a turn
I do not think it is worth the points to include both Lord Kroak and a generic Slann Starmaster. The Kroak Nerf was real, and his damage out put is not nearly as consistent. However, Kroak is still worth bringing as a general for his flexibility between hard casting and Celestial Conjuration generation.
I am toying with this idea on a theoretical level. as it could be fun. But even if, i don't think it would be better to put the slann on the vortex, instead of Kroak. Yeah, with a Slann upon the vortex you would gain 3 additional summoning points, but if you are using kroak as Mortal Wounds source, you really need the increase to range. The comet alone is not worth the effort and the huge points sink of this combo.
Probably requires relativly big games, but should definitly work. Not sure if a 2k or 2.5k game is already big enough to not require a lot of luck to pull it off.
I personally run Lord Kroak as my general and I put him on vortex with cogs and every turn I cast comets call and then use 5 for points. It works really well. Comets call is so powerful lol. Also can only your general be used to get summon points? Because if not then I would run it just like I said but then have an astrolith bearer and starmaster. That gives 15(Kroak) +9(starmaster)+1(for general being Slann)+1-3(astrolith)=26-28 every turn.
DANG IT MY PLANS ARE RUINED!. Well if I were to run a Kroak and Slann duo then Kroak would be my general and he would cast comets call and turn 5 to summon points. The Slann would mainly be there for the constellation and I would us his three spells to get Kroak on balewind and cogs and to do his spells. Kroak works really well for a summon list.
@DeathBringer125 The tutorial for our summoning will soon be posted. A matter of very few days, so stay tuned
First time posting on this site. Just theory crafting a list here a little bit. I think to solve the Lord Kroak and Slann problem I think you just need to include more magic. Here is the list I am going to try and run against my friends' Kharadron overlords this weekend. List Leaders Slann Stamaster (260) General Great Rememberer Incandescent Rectrices Lord Korak (450) Saurus Astrolith Bearer (160) Saurus Eternity Warden (140) Engine of the Gods (220) Skink Starpriest (80) Battleline 20 lizard unit of skinks (120) Boltspitters & Moonstone Clubs 10 lizard unit of skinks (60) Boltspitters & Moonstone Clubs 5 lizard unit of Saurus Guard (90) Endless Spells Balewind Vortex (40) Aethervoid Pendulum (40) Chronomatic Cogs (60) The Burning Head (40) Quicksilver Swords (20) Ravenak's Gnashing Jaws (40) Emerald Lifeswarm (60) Prismatic Palisade (30) Geminids of Uhl-Gysh (40) Soulsnare Shackles (20) Suffocating Gravetide (30) Total (2000 Points) For deployment, I figure he will just put his battalion down and I will hide all my leaders in the corner. Ideally with some cover and skink or guard making my leaders harder to hit. I May put some skinks down on the other side of my deployment zone to try and get him to misplace his units or as to limit the dropship deep strike range. Because Kharadron like to clump their deployment to get the reroll buffs from their heroes should be able to stay out of range enough to not die with the help of the eternity wardens selfless protector, Kroaks Dead for innumerable ages and the Incandescent rectrices on the Slann all of my spellcasters will survive the first round of shooting so I will be able to get spells off. Then during hero phase use the lords of space and time twice to teleport the star priest and kroak 15 inches away from the Slann. teleport at least the star priest if you have to use both lords of space and time. This lets you get Kroak in range for whatever Spells he will need to cast and lets your slann channel from the priest. If your priest was shot teleport the engine of the gods forward because the arcane vassal works from any Skink Hero. Then try to lay down these spells: I figure that with the + 1 from the Astrolith plus another potential plus 1 from the Slanns Celestial Configuration if you are lucky, you can get most of these off. I feel the endless spells are better to go for than lord Kroaks Celestial Deliverance for the first turn unless you can get him close to a ton of other units because he can keep his distance, hide behind a prismatic palisade and the casting value of the endless spells tends to be lower so they are more likely to go off with a high consistency. I would prefer to keep lord Kroak back as well but I don't think he can use the Arcane Vassal ability. First turn spells Slann - balewind vortex + 1 Spell (for summoning points later plus the + 6 spell range), better save Slann - chronomatic cogs. + 1 Spell (for summoning later) Slann - Quicksilver swords cv 6 roll 12 d6 6+ = mortal wounds so 2 mortal wounds on average Slann - pendulum cv 6 d6 mortal wounds Slann- Gnashing Jaws cv 8 d3 mortal wounds Kroak - Comets call cv 7 d3 mortal wounds Kroak- Geminids of ul ghysh cv 7 2d3 mortal wounds neuters shooting. Kroak- prismatic palisade cv 5 neuters shooting, we don't care about line of sight. Kroak- soulsnare shackles cv 5 limit movement to get away from endless spells and to get in position to shoot around Palisade. Priest- Summon Starlight cv 6 neuters shooting. Plan to use on Ironclad or Kroak If you get all of these spells off it should do an average of around 14 mortal wounds to one target plus a lot of collateral mortal wounds if their deployment is too grouped up. With the 15" arcane vassal plus the eight in ranch buff from the Astrolith you have a really crazy threat range from your Slann, plus all of the endless spells should be too far away from your guys to have them hurt you. The best the other player can do is try to move endless spells away from his units to mitigate more damage. After that roll off for the second round and deciding who the gets first turn should be fun. If you get first turn, you can dispel endless spells and recast them for more mortal wound spam. The Slann can just sit and get tons of summoning points, and you can teleport lord Kroak away if things look too dicey. Plus you can lay down any remaining uncast endless spells. And if your opponent goes first you can move the hardest hitting endless spells first to cause more mortal wounds. Of course, if some of my heroes get sniped all this planning could be pointless. But it should also be fun to scramble I will let you guys know how it goes. If I am forgetting some rules or FAQs or something let me know.
Range bonusses don't work on endless spell according to one of the F.A.Q.s Which is stupid… but just like the rule of 1 it's a bandaid solution to solve a few specific abusive cases which then end up hurting loaaaaaaaaaaaaaaaaaaaaaaaads of genuine cases... Not sure if arcane vassal still works though, the spellportal was nerfed and that's essentially the same thing. As for the actual strategy; it's probably quite unreliable. If your opponent position conveniently you can do loads of damage. If he happens to position differently you'l end up barely scratching him. Admittadly with summoning you might have enough for fall back upon to keep in the game and win some friendly games. But I wouldn't count on it performing decently in a tournament setting.
that one is even weirder a limit... They're not that asthonishingly more powerfull than normal spells & the wizards that can actually cast more than once tend to have fairly impressive spells of their own to begin with. At least the range one I can actually see how in certain situations it could be abused but this limit is just kinda weird.