Re: Fighting Commanders and Equipment.
You get what you pay for. Basic commanders are cheap and frail, so they aren't good candidates for expensive equipment or hand-to-hand combat.
A non-mage commander can be good for holding a spell-casting item. He can't cast any other spells, so if you set him to Cast Spells, you can be 100% sure of what he will cast. Item spells cause only 5 fatigue, so he will be fully active for the first 20 turns.
I am not sure I understand the problem. Any particular unit can't do everything well. There are commanders who can fight well (e.g., Bane Lord, summoned uniques). Basic commanders can't. So it goes.
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