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Originally Posted by atlatea
Yup those also work, though it depends on the difficulty. Yes, there is something that must be considered further.
It will certainly work in normal, i don't know about hard, and to my knowledge it won't work in impossible i mean it is not 100% guaranteed to work, except the blind/sheep (this one work 100% on any difficulty).
Because all form of summons won't last more than 1 round (even ancient phoenix with 70 int, and note that you can't cast target on phoenix) forcing your mage to summon and cast target again, this means that your only option to win is 100% by your units which is not mage greatest strengh and it leave you to waste your mana and 2x cast every turn to do just summon and target.
No mage can win with that kind of situation.
Also don't forget that by using unit's summon abilities you must consider your summoner unit initiative vs shaman initiative, which usually almost the same, and this means after your summoner unit summon a unit your unit will be slaughtered by those shamans (astral attack, power of horde or dancing axe, etc).
And if you succeed casting target on that summon before those shamans act, you must remember that mage leadership is the lowest, thus this means that the unit summoned by mage's summoner unit (demonologist, druid, etc) will be the lower in number than warrior and paladin, this means that it won't last more than 2 rounds againts all the assault from enemy army, heck i even doubt if it can last more than 1 round without more back up like archmage magic shield, stone skin or things like that.
Because unit summoned by summoner unit usually has less than half the staying power of the summoner itself (compare the leadership and do the math), means that if the summoner won't last more than 2 rounds againts all the assault then the summoned unit won't last than 1 round. And some summoned unit will appear at random location (like the one summoned by demonologist).
However it can work if you have very good resistance artifacts, depends on the enemy units. So that your summoned unit can last much longer than 1 round.
It just depends on the difficulty, some method will not work on all difficulty and all kind of situation, yet some will.
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As someone who has specifically worked with leadership style mages with summons, it is sort of a mixed bag against orcs.
You are absolutely correct in that your summons will not last long, and this is usually somewhat OK for non-orc armies.
The danger with orc is due to the way adrenaline works, you end up feeding the enemy with MORE adrenaline.
I would normally move a fast moving unit nearby, then do Pygmy + Ancient Phoenix.
If your Phoenix dies in the first round, you just ended up feeding them a lot of adrenaline. After reviving, the Phoenix will probably die again fairly soon unless you do significant damage with the first hit and counter hit (if it survives).
I suppose not so bad if you got dryads or something, but then you are thrown between re-summoning, disabling deadly orc units, or de-buffing orc units to kill (Pygmy).
Call of Nature is particularly weak especially for the mana. I might have to look into it again though.