Both sides previous revision
Previous revision
Next revision
|
Previous revision
|
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 |
* {{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. |
| |
* {{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>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. |