Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
You mean summon 5? You can't do domsummon5, only 1 2 or 20.
If they had summon 5 you'd get say, 4 slann, and you'd be a total nightmare to invade. The upkeep isn't an issue if you get them killed quickly enough and since you could move the slann, you could have armies of temple guards that were impossible to wear down. You'd have to kill them all in one go and get the slann too. Very hard.
Plus if I give Slann auto summons of temple guard, I'd have to make them even more expensive (the Slann). Not so much with summon allies.
I am tempted to give dormant slann summon allies for temple guard, currently. That way you could build slann and set them dormant, wake them up when you need the magic more than the troops. Plus there's tension with the site searching you want them to do. Alternatively, could make temple guard cap only, or more expensive still.
One thing is for sure - Lizardmen are going to use a bless. I leave the option of no bless there for people who want it, but let's face it with all their most awesome stuff being holy, they really have to take the bless. This mere fact means sacreds will generally eclipse regulars, no matter how cool the regulars are. I appreciate that it's sort of sad that you don't feel you can build the specialist troops because that would mean missing out on sacreds however. That isn't an issue with summons. If temple guard were summoned by slann though, wouldn't people not build troops and instead keep saving up for slann? That doesn't sound right either.
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