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raiding-pd-with-summons [2022/08/06 18:04] demonsthenes [Raiders that are not efficient] Add draconian, crusher. |
raiding-pd-with-summons [2022/08/07 07:15] (current) nunda [Raiders that are not efficient] pack of wolves hoverlink |
* {{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). |
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====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 reliable. Their 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. |
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| 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. |
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====Magic leadership==== | ====Magic leadership==== |
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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. |
* {{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>8A}} 2 ??Spring Hawk?? 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>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>10A}} 5 ??Draconian?? can lose or suffer major attrition even when landing on isolated commander. | * {{gems>10A}} 5 ??Draconian?? can lose or suffer major attrition even when landing on isolated commander. |
* {{gems>8W}} 5 ??Winter Wolf?? suffer attrition even in winter. | |
* {{gems>8W}} 3 ??Yeti?? lose badly. | |
* {{gems>10F}} 10 ??Terracotta Soldier?? win with ~50% losses. | |
* {{gems>10W}} 10 ??Clay Man?? win with ~20% losses. | |
* {{gems>7N}} 5 ??Bog Beast?? lose. | |
* {{gems>9A}} 5 ??Gryphon?? suffer 40% losses even if they perfectly land on the commander. | * {{gems>9A}} 5 ??Gryphon?? suffer 40% losses even if they perfectly land on the commander. |
* {{gems>9N}} 8 ??Leogryph?? lose. | |
* {{gems>8E}} 4 ??Ogre?? can lose, or win with 1-2 losses. | |
* {{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>4A}}: 24 ??Corpse Construct?? is a tossup. Requires 4 mage turns, though within budget on gems. | |
* {{gems>10A}} ??Call of the Winds?? can lose without killing anything. | * {{gems>10A}} ??Call of the Winds?? can lose without killing anything. |
| * {{gems>8W}} 5 ??Winter Wolf?? suffer attrition even in winter. |
| * {{gems>8W}} 3 ??Yeti?? lose badly. |
| * {{gems>15W}} 15 ??Cave Cow?? lose badly. It's interesting -- they are undisciplined, and it doesn't seem possible to get them to target the infantry with their ranged attack, so they just fire ineffectually at the archers while being chopped up. |
* {{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. |
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| National options: |
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| * {{gems>7D}} 9 unblessed ??Barghest?? from ??Summon Barghests?? win with ~50% losses. [Fomoria] |
| * {{gems>8D}} 20 ??Black Dog?? lose badly [Fomoria]. |
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====Contributing==== | ====Contributing==== |