
January 29th, 2010, 11:59 AM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
Posts: 2,435
Thanks: 57
Thanked 662 Times in 142 Posts
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Re: Trading commanders, exploit or not?
Hmmm, I don't know if I'd categorize it as there being no counter. Sure, it might slow your conquest, but I think that's perfectly valid. If you 1) expect it 2) Are in very late game and 3) Have a couple turns to feint then it's not that hard to set yourself up so that a couple ghost riders (or whatever) dropping before you storm is just an annoyance. It should be pretty easy to wipe out/route/enslave a smallish force in 1 or 2 turns, and script your mages to account for that - particularly if you hold off a couple turns and see what your opponent is likely to throw at you. If he's dropping ghost riders I think a single boosted undead mastery will stop any other gems from being cast (maybe? I dunno.)- or a couple life for lifes, or soul slays, or a few just man's crosses firing at large enemy monsters, or, well use your imagination. if you can manage to get an the appropriate mages up in your casting order you're golden...if not, you still only need to double up the gems for spells that need to be cast 1st round and push anything you can to the second round (where plenty of spells will be fine going off). If you're prepared for this tactic and you've got the type of army that you're burning that many gems you really shouldn't have much trouble ending this sort of maneuver by your enemy before it gets too expensive.
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