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raiding-pd-with-summons [2022/08/06 18:57]
demonsthenes [Raiders that are not efficient] Reorganize by path.
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>20B}} ({{gems>15B}} late game): 2 ??Storm Demon?? at front on Fire.   * {{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.    * {{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. 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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   * {{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>8N}} 40 ??Wolf?? from ??Summon Wolves?? lose.+  * {{gems>8N}} 40 ??Wolf?? from ??Pack of Wolves?? (or ??Call of the Wild??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>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>7N}} 5 ??Bog Beast?? lose.
   * {{gems>9N}} 8 ??Leogryph?? 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>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>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>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>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>5N}}: 25 ??Vine Man?? wins with 30% losses. Requires 5 mage turns with ??Ivy Crown?? discount.
raiding-pd-with-summons.1659812263.txt.gz ยท Last modified: 2022/08/06 18:57 by demonsthenes