Yep. That's what the rules said. People argued against it on the basis of "They couldn't have meant that! It is totally broken!" rather than on the basis of anything the rules stated. And none of the other rules try to prevent broken things from happening, so that side had no leg to stand on all along.
Same things about character models. There aren't any rules against bringing more than one of anyone with a name.
People were hoping for a big errata on these, but this is just an FAQ. They are just clarifying that "Yes, that's the way the rules are written." The upcoming "Matched Play" format is where we'll be seeing actual changes to rules like these.
Also- remember that this has not been canonized on the basis that they want to make sure that everything here is CLEAR. They've definitely been clear on the points people dislike, people just don't want to use them because the rules aren't good (summoning infinite fateweavers, etc).
Last edited by odinsgrandson; 04-29-2016 at 08:42 AM.
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Summoning infinite Fateweavers would be pretty tough, though. Something like Fateweaver is generally a 10 or higher to cast for summoning, on two dice. That's a low chance for success. You'd have to have multiple summoners to try to make sure you could do at least one Fateweaver per turn.
Your opponent, meanwhile, should be taking advantage of the lack of protection for individual models, and hammering those summoners from range with anything they've got.
Typically our demon summoner player (who claims summoning is perfectly fine) summons a lot of heralds which is easier to summon, who summon heralds etc. He does get off one or two greater demon summons but he relies mostly on bringing in twice the amount of heralds which bring in other things like horrors which can cast (summon) and then he works down blowing up the table with twice his original army size in units.
Works that way in 40K already. I used Orks to summon an extra 50% of an army, with just two psykers. In AoS it's easier to pick out the summoners. Replicating summoners can be an issue, but making them a priority should help take them out before it gets too far out of hand. Having nothing to restrict what you're bringing to the table should make it easier to make sure you include something that can help combat the summoners.
What you really use is Lords of Change.
They can summon themselves very easily (because they roll 2 dice and double the higher result rather than adding them together). In addition, they each can add +1 to your summoning roll, so the more you get out, the less and less likely any of them are to fail their roll.
Infinite Lords of Change are really easy to summon. And in a game where the victory conditions are "table your opponent" this can cause serious problems. Hence, people wanted to read the summoning rules very differently.
I can't imagine that they'll overlook summoning in their "Matched Play" style.
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Okay, but you're getting into the same "pay to win territory" with the cost of that trick as someone using five Archaons. It's perfectly legal, as they just confirmed, but someone would have to drop a lot of money on it. At the end of the day, I guess it's, "How much money do you want to spend to try to ensure a win?" Eventually, you run out of people to play, too, so you've dropped a lot of money on toy soldiers that sit on shelves.
The demon player here that loves chain summoning has a lord of change, fateweaver, and a blood thirster that usually end up on the field. Then a good half dozen or more heralds. Then a bunch of pink horrors.
Five lords of change isn't really something I've ever seen because no one wants to buy those.
And while it is easier to pick characters out in AOS since you can't hide them in units, typically our tables have decent amounts of terrain on them and his initial summoners are hidden in a corner out of sight so you cannot pick them out for at least a couple of turns, and thats a couple of turns where he has blown his army up in points 50 - 100% easily and sometimes up to 200%.
Especially with heralds, the walls of troops that he can summon can obscure visibility to the target easily.
Really the *only* thing that I have seen come close to being able to contest a daisy chain summoning army is the stormcast formation where they can just arrive where they want and assault.
Last edited by Auticus; 05-02-2016 at 11:13 AM.