Heh - a guy needs a chance to rave once in a while

I think I may have mentioned 100 fatigue, but the A6 is an exaggeration
The problem as it stands now is that quickened Seraphs can cast 2 False Horrors per round until they pass out - and they can do it for somewhere around 12 rounds (exact calculations are hard, since I don't have a formula for the fatigue reduction of magic dominions, which are common - and also because after the scripts run out, the Seraph will mix in the occasional Phantasmal Warrior or a spell like Charge Body). Then when they *do* finally exhaust themselves, they wake after a one or two rounds, and spam another 2 horrors. It wouldn't be that great a problem, if one had any way to get things to attack mages, but in my experience, no matter what you have on attack rear, those things will prefer to attack anything *but* mages, no matter how relatively harmless the things they're attacking.
There are things which will defeat a horror-spam, but those things are much more expensive than a Seraph and his 5 archers scattered about the field, in one way or another.
Adding insult to injury is the way a Caelum Horrifying Horrors strategy hangs together. To get horrors, you need to research alteration. Alteration is the primary path requirement for the all-too-common Quickness/Mistform/Mirror-Image/Invulnerability SC pretender - which Caelum can afford better than most nations.
My considered suggestion, as opposed to my bitter, raving, pulling-my-hair-out I've-been-spammed-again sarcastic suggestion, is that the path should be left at A1, so that False Horrors would still be available to say Vanherses or mages with a random in air, but that the fatigue should be raised to 30.