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raiding-pd-with-summons [2022/08/06 04:03]
demonsthenes [Mundane leadership] Manticore is actually pretty reliable.
raiding-pd-with-summons [2022/08/07 07:15] (current)
nunda [Raiders that are not efficient] pack of wolves hoverlink
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   * {{gems>3D}}: Any commander with an ??Amulet of the Dead?? placed in a corner on Cast Spells. National scouts high HP, armor, and/or a shield like the ??Avvite Scout?? or ??Van Scout?? are ideal for this role, since [[stealthy]] is invaluable for raiders, and the main risk against low PD is your raider being killed by an arrow.   * {{gems>3D}}: Any commander with an ??Amulet of the Dead?? placed in a corner on Cast Spells. National scouts high HP, armor, and/or a shield like the ??Avvite Scout?? or ??Van Scout?? are ideal for this role, since [[stealthy]] is invaluable for raiders, and the main risk against low PD is your raider being killed by an arrow.
   * {{gems>8W}}: Any commander with a ??Bottle of Living Water??.   * {{gems>8W}}: Any commander with a ??Bottle of Living Water??.
 +  * {{gems>10N}}: A ??Sleeper?? is a rare commander summon without magic paths who can solo our province defense challenge. This option is more budget than it might seem, since you don't need to pay for a separate commander, and sleepers that are not raiding are useful for their primary job (the best summoned army leader).
  
 ====Mundane leadership==== ====Mundane leadership====
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   * {{gems>4D}} 8 ??Longdead Horseman?? from ??Pale Riders??; both Attack and Attack Rear are options.   * {{gems>4D}} 8 ??Longdead Horseman?? from ??Pale Riders??; both Attack and Attack Rear are options.
-  * {{gems>6D}} 20-24 generic mixed longdead from ??Reanimation??. Expect significant losses, but perfect morale means it's quite reliable. +  * {{gems>6D}} 20-24 generic mixed longdead from ??Reanimation??. Expect significant losses, but perfect morale means it's quite reliable. Late game, one can use a ??Mound Fiend?? to freespawn 20 longdead every 3 turns. 
-  * {{gems>8D}} ({{gems>3D}} late game): 2 ??Wight??. A ??Bane?? with a ??Wight?? bodyguard is preferable to having a ??Mound King?? lead 2 ??Wight??, for the same cost. +  * {{gems>6D}} 2 ??Ghost?? from ??Summon Ghosts??. At slightly higher research, a ??Wraith Lord?? can freespawn one ghost a turn, which is cheaper than directly summoning them after about 15 turns
-  * {{gems>6D}} 2 ??Ghost?? from ??Summon Ghosts??. Late game can freespawn these with a ??Wraith Lord?? +  * {{gems>8D}} ({{gems>3D}} late game): 2 ??Wight??. A ??Bane?? with a ??Wight?? bodyguard is preferable to a ??Mound King?? leading 2 ??Wight??; before ??Legion of Wights??, both options cost {{gems>11D}} total
-  * {{gems>10B}} 12 ??Bone Fiend??. Most losses are from archer fire.+  * {{gems>8D}} 2 ??Ziz?? on hold+attack rear are fairly reliableTheir low protection means one can lose one to retreating infantry. 
 +  * {{gems>10B}} 12 ??Bone Fiend??. Requires two mage turns. Most losses are from archer fire.
   * {{gems>15B}} ({{gems>7B}} late game): 1 ??Demon Knight?? at front on Attack.   * {{gems>15B}} ({{gems>7B}} late game): 1 ??Demon Knight?? at front on Attack.
-  * {{gems>20B}} ({{gems>15B}} late game): 2 ??Storm Demon??.+  * {{gems>20B}} ({{gems>15B}} late game): 2 ??Storm Demon?? at front on Fire. 
 +  * {{gems>33B}}: 3 ??Vampire?? units. While this consumes 3 mage turns, the vampires are [[immortal]], and thus can be used again repeatedly, making this potentially a budget option. Hold + Attack closest is preferred; the fight can go very long, as vampires get repelled a lot.  
 +  * The [[Hidden In Terrain]] spells are efficient, in the sense that the ~40-50 units summoned are probably fair to value at about 1 gem each, and 7 units (say, 2 ??Unfrozen Warrior?? and 5 ??Unfrozen?? in cold 2 beats our PD challenge easily without losses. But they're an extraordinarily expensive bundle. 
 + 
 +Many undead and demons have perfect morale, and will keep fighting even after heavy casualties. However, if the army HP rout happens, any ??mindless?? undead will dissolve.
  
 ====Magic leadership==== ====Magic leadership====
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 Otherwise, you'll be bringing a mage. The examples below assume you're bringing the indy priest; a mage substantially increases the cost of what you're bringing, and also dramatically changes your options. Even a {{path>N1}} casting ??Protection?? or a {{path>S1}} casting ??Body Ethereal?? and ??Luck?? is enough to empower 1-2 squares of unremarkable troops to beat our PD challenge. Otherwise, you'll be bringing a mage. The examples below assume you're bringing the indy priest; a mage substantially increases the cost of what you're bringing, and also dramatically changes your options. Even a {{path>N1}} casting ??Protection?? or a {{path>S1}} casting ??Body Ethereal?? and ??Luck?? is enough to empower 1-2 squares of unremarkable troops to beat our PD challenge.
  
-  * {{gems>12B}}: 2 ??Dark Vines??, 2 1-unit squads at the front is best to avoid troops slipping past your slow, tanky plants.+Construct magic beings often have the [[never heals]] tag, and may need to retreat to a lab to heal before a second raid. 
 + 
 +  * {{gems>12B}}: 2 ??Dark Vines??, 2 1-unit squads at the front is best to avoid infantry slipping past your slow, tanky plants. 
 +  * {{gems>5F}}: 6 ??Fire Ant??. Stealthy!
   * {{gems>6W}}: 2 ??Green Lion?? on Fire Closest.   * {{gems>6W}}: 2 ??Green Lion?? on Fire Closest.
-  * {{gems>5F}}: 6 ??Fire Ant??. 
   * {{gems>7F}}: 5 ??Fire Snake??.   * {{gems>7F}}: 5 ??Fire Snake??.
   * {{gems>8F}}: 2 ??Summer Lion??.   * {{gems>8F}}: 2 ??Summer Lion??.
   * {{gems>7E}}: 5 ??Mechanical Men??.   * {{gems>7E}}: 5 ??Mechanical Men??.
-  * TODO: Test ??Vine Ogre??+  * {{gems>8E}} 4 ??Gargoyle??.  
 +  * {{gems>8E}} 4 ??Living Statue??. As few as 2 could win, if not using an indy priest as the commander (infantry consistently run past 2 and stab the priest).
  
 ====National summons==== ====National summons====
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   * {{gems>6A}}: Two commanders each with ??Bow of War?? lose.   * {{gems>6A}}: Two commanders each with ??Bow of War?? lose.
 +  * {{gems>10B}} 5 ??Serpent Fiend?? take 5 mage turns, and can lose even when landing on an isolated commander.
   * {{gems>15B}} 5 ??Spine Devil?? take 5 mage turns. Likely win due to 30 morale, but 2 losses is typical.   * {{gems>15B}} 5 ??Spine Devil?? take 5 mage turns. Likely win due to 30 morale, but 2 losses is typical.
   * {{gems>16B}}: 2 ??Frost Fiend?? on Hold+Fire can win, but it's unreliable even in Cold 3.   * {{gems>16B}}: 2 ??Frost Fiend?? on Hold+Fire can win, but it's unreliable even in Cold 3.
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   * {{gems>21B}}: 3 ??Devil?? can win if they snipe the commander, but can also be wiped and often taken attrition. Could be economical with ??Infernal Forces?? discount, as extra imps really help.   * {{gems>21B}}: 3 ??Devil?? can win if they snipe the commander, but can also be wiped and often taken attrition. Could be economical with ??Infernal Forces?? discount, as extra imps really help.
   * {{gems>12B}}: 12 ??Fiery Imp?? often rout to archer fire; more requires 3 mage turns.   * {{gems>12B}}: 12 ??Fiery Imp?? often rout to archer fire; more requires 3 mage turns.
-  * {{gems>6F}} 3 ??Scorpion Beast??. Can win with 2; unreliable below 4. +  * {{gems>8N}} 40 ??Wolf?? from ??Pack of Wolves?? (or ??Call of the Wild??lose.
-  * {{gems>8N}} 40 ??Wolf?? from ??Summon Wolves?? lose.+
   * {{gems>8N}} 10 ??Killer Mantis?? win with ~30% losses; 7 lose badly.   * {{gems>8N}} 10 ??Killer Mantis?? win with ~30% losses; 7 lose badly.
   * {{gems>6N}} 2 ??Amphiptere?? lose; more requires 3 mage turns.   * {{gems>6N}} 2 ??Amphiptere?? lose; more requires 3 mage turns.
-  * {{gems>7D}} 9 unblessed ??Barghest?? from ??Summon Barghests?? win with ~50% losses. 
   * {{gems>8N}} 10 ??Horned Serpent?? win with ~30% losses; 7 lose badly.   * {{gems>8N}} 10 ??Horned Serpent?? win with ~30% losses; 7 lose badly.
   * {{gems>10N}} 2 ??Kithaironic Lion?? lose.   * {{gems>10N}} 2 ??Kithaironic Lion?? lose.
 +  * {{gems>10N}} 25 ??Sea Dog?? might lose, or suffer >50% casualties if victorious. Requires 5 mage turns.
 +  * {{gems>7N}} 5 ??Bog Beast?? lose.
 +  * {{gems>9N}} 8 ??Leogryph?? lose.
 +  * {{gems>8N}} 10 ??Woodland Spirit?? win with 20% losses. Also [[homesickness]] is bad for raiders.
 +  * {{gems>9N}} 3 ??Lumber Construct?? lose, despite requiring 3 mage turns.
 +  * {{gems>6N}} 3 ??Forest Giant?? win, but require 3 mage turns. 2 lose badly.
 +  * {{gems>7N}} 4 ??Swamp Drake?? ({{gems>28N}} without ??Dragon Master?? discount!) can lose; poison routs the infantry too slowly.
 +  * {{gems>9N}}: 12 ??Manikin?? lose. (This spell scales particularly well with path).
 +  * {{gems>10N}}: 5 ??Mandragora?? lose; 7 win with 2 losses. (This spell scales particularly well with path).
 +  * {{gems>6N}} (with ??Ivy Crown?? discount): 6 ??Vine Ogre?? consistently suffer losses, and can HP rout and all die, even with multiple squads to reduce bunching. More requires 3 mage turns.
 +  * {{gems>5N}}: 25 ??Vine Man?? wins with 30% losses. Requires 5 mage turns with ??Ivy Crown?? discount.
 +  * {{gems>10D}} 1 ??Tartarian Monstra?? unit loses often, even starting with no afflictions. Likely can win if it gets a lucky rout from its [[fear]].
   * {{gems>12D}} A solo ??Bane Lord?? with his default gear loses.   * {{gems>12D}} A solo ??Bane Lord?? with his default gear loses.
-  * {{gems>8D}} 20 ??Black Dog?? [Fomoria] lose badly.+  * {{gems>7D}} 1 ??Behemoth?? loses. 
 +  * {{gems>8D}} ~30 ??Ghoul?? from ??Around Hunger??. Comes with a Ghoul commander, but also can lose. 
 +  * {{gems>10D}} 20 ??Longdead Archer?? lose badly.
   * {{gems>8E}} 5 ??Cave Grub?? lose badly.   * {{gems>8E}} 5 ??Cave Grub?? lose badly.
   * {{gems>8E}} 8 ??Clockwork Soldiers?? fatigue out before reaching the archers.   * {{gems>8E}} 8 ??Clockwork Soldiers?? fatigue out before reaching the archers.
   * {{gems>8E}} 8 ??Clockwork Horrors?? fatigue out after routing the PD but before killing the commander. Most of them die to excessive fatigue during the battle cleanup phase.   * {{gems>8E}} 8 ??Clockwork Horrors?? fatigue out after routing the PD but before killing the commander. Most of them die to excessive fatigue during the battle cleanup phase.
 +  * {{gems>8E}} 4 ??Ogre?? can lose, or win with 1-2 losses.
   * {{gems>8E}} 3 ??Fall Bear?? lose badly any season.   * {{gems>8E}} 3 ??Fall Bear?? lose badly any season.
 +  * {{gems>15E}} 1 ??Crusher?? loses eventually to commander dying. He rarely hits past shields, and damage is too low to kill through a shield.
 +  * {{gems>4A}}: 24 ??Corpse Construct?? is a tossup. Requires 4 mage turns, though within budget on gems.
   * {{gems>8A}} 2 ??Spring Hawk?? lose badly any season.   * {{gems>8A}} 2 ??Spring Hawk?? lose badly any season.
 +  * {{gems>10A}} 5 ??Draconian?? can lose or suffer major attrition even when landing on isolated commander.
 +  * {{gems>9A}} 5 ??Gryphon?? suffer 40% losses even if they perfectly land on the commander.
 +  * {{gems>10A}} ??Call of the Winds?? can lose without killing anything.
   * {{gems>8W}} 5 ??Winter Wolf?? suffer attrition even in winter.   * {{gems>8W}} 5 ??Winter Wolf?? suffer attrition even in winter.
   * {{gems>8W}} 3 ??Yeti?? lose badly.   * {{gems>8W}} 3 ??Yeti?? lose badly.
-  * {{gems>7N}} ??Bog Beast?? lose. +  * {{gems>15W}} 15 ??Cave Cow?? lose badlyIt's interesting -- they are undisciplinedand it doesn't seem possible to get them to target the infantry with their ranged attackso they just fire ineffectually at the archers while being chopped up.
-  * {{gems>6N}} 3 ??Forest Giant?? winbut require 3 mage turns. 2 lose badly. +
-  * {{gems>7N}} 4 ??Swamp Drake?? ({{gems>28N}} without ??Dragon Master?? discount!) can lose; poison routs the infantry too slowly. +
-  * {{gems>4A}}: 24 ??Corpse Construct?? is a tossup. Requires 4 mage turnsthough within budget on gems. +
-  * {{gems>10A}} ??Call of the Winds?? can lose without killing anything.+
   * {{gems>8W}} 4 ??Gelatinous Cube?? lose ~2; archers do too much damage.   * {{gems>8W}} 4 ??Gelatinous Cube?? lose ~2; archers do too much damage.
-  * {{gems>8D}} ~30 ??Ghoul?? from ??Around Hunger??. Comes with a Ghoul commander, but also can lose+  * {{gems>10W}} 10 ??Clayman?? win with ~20% losses. 
-  * {{gems>6N}} (with ??Ivy Crown?? discount): 6 ??Vine Ogre?? consistently suffer losses, and can HP rout and all die, even with multiple squads to reduce bunching. More requires 3 mage turns.+  * {{gems>6F}} 3 ??Scorpion Beast??. Can win with 2; unreliable below 4
 +  * {{gems>10F}} 10 ??Terracotta Soldier?? win with ~50% losses.
   * 200 {{gold}}: Even 20 ??Deer Tribe Warrior?? is likely to lose.   * 200 {{gold}}: Even 20 ??Deer Tribe Warrior?? is likely to lose.
   * 200 {{gold}}: A ??War Elephant?? often loses.   * 200 {{gold}}: A ??War Elephant?? often loses.
  
 +National options:
 +
 +  * {{gems>7D}} 9 unblessed ??Barghest?? from ??Summon Barghests?? win with ~50% losses. [Fomoria]
 +  * {{gems>8D}} 20 ??Black Dog?? lose badly [Fomoria].
  
 ====Contributing==== ====Contributing====
raiding-pd-with-summons.1659758586.txt.gz ยท Last modified: 2022/08/06 04:03 by demonsthenes