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spirokeat said:
Its not that there is a problem, thats not what I mean. But usually by the time you can summon a suitable commander to fight (and I dont mean a full blown SC). Its that you have usually bypassed the need to give them things like the trinkets.
Its like there is a whole band of basic equipment that is non-functional due to commander frailty and unit cohesion. And more to the point I'm trying to discover if its something I'm simply missing and they can be used.
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In the early game, gems are few and far between. Spending gems and a mage turn on something that will soon be obsolete seems a waste to me. As for items that don't seem to be worth forging, I think that's true even at higher levels. Sometimes I can't imagine an item making much of a difference. Sometimes an item is OK, but another available item is better for the same purpose or is a better value for the cost.
You probably know that commanders can hold for up to five turns before attacking. You can play around with various delays and unit placements so that everyone starts fighting at roughly the same time. Those formations will have to change with the speed of the anticipated opponents.