Point taken on high Initiative. I can see how it would be necessary to a no-casualty game. Tactics, too, given the ability to set up Traps for Dragons and avoid area-effect spells when necessary.
I made up a plan for my Mages skills given the amount of runes I'm going to get in my game (I don't think I overlooked any of the extras like +8 Might total for the Tournament battles). My wish list needed over 200 Might and Mind runes, and I'm only going to get 136 Might if I don't miss any, plus however many I can buy. My wish list was obviously just a starting point, and I started looking where I could save some runes. Which Might skills do you go skimpy on? I don't see that I'll have the runes for Dark Commander (would have been gravy for the Skellies) or Night Ops. Do you skimp on Rage Control or Master of Spirits? I was thinking of skimping on the latter and spamming to try and compensate. I'll probably have to ditch a level of Frenzy since I have to get 2 Training for the Archers.
Maybe only get 1 level of Chaos Magic (!) to save on some runes, too? That probably won't go well if I plan on using Demon Portals very often. I absolutely have to get the skills in the path for Tolerance, which is a minor drain. Any suggestions?
Of the skills I definitely want, I'll have an excess of 70 or more Magic runes, since I don't really need Destroyer, and no more than 1 level of Archmage. I guess I'll get 3 Alchemy since there's almost nothing to spend those runes on outside of the Magic Tree. I may even get 3 Necromancy just because of the glut of runes.
I've just got to do a little more tweaking (editing in the units) before I start. I've been making some changes to child bonuses to see if they could be viable this game, too, so it should be quite a different experience.
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