Tropic wrote:I generally like the guidelines presented with the exception to your summoning rules. Most summoned units have to be placed more than 9" away, which means they need a very good roll to successfully charge. Few of these units have shooting attacks, and even fewer are Wizards who can cast spells the turn they arrive.
I believe a rule stating newly summoned units cannot cast spells the turn they arrive is a fair balancing rule, but to eliminate attempts to charge or shoot is too much.
It wasn't nearly as stringent at the beginning... but those lizardmen... just wow. When they are summoning Bastiladons to the battlefield... or engine of the gods

so that's why the effects of summoning were so greatly reined in, but this is probably more a local meta thing than anything else. The 1+ armor guys (Ottawa) have even a stricter comp on summoning - once per game! but I thought that was a little too strict.