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Old August 29th, 2007, 02:04 AM

Lazy_Perfectionist Lazy_Perfectionist is offline
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Default Re: Hidden in Snow

An admittedly rare situation...

In Veturi, there's only three players remaining. Currently,
Ermor was duking it out with Tien Chi whilst I cast Maelstrom, Sea of Ice, Well of Misery, and Riches from Beneath. Obviously, I wasn't going to be able to remain neutral for much longer. So in one of my border provinces and one turn...

5 Castings of Hidden in Snow got me 12 commanders, including mages. I averaged about 4 to 7 Unfrozen Warriors, maybe 14 to 17 Unfrozen per cast.

I spent maybe 275 water gems, plus a water bracelet for each mage. 320 something... Not a small expense- certainly not economical.

Admittedly, it was a surprise attack, this squad faced off against 153 undead and lost 19 (of 107) in return. They were scripted to cleansing water but I probably could have done better. I got a few 2,2,2, but nothing better. Since this is late game, I should have given one earth boots, and scripted, perhaps, Earthpower -> Army of Lead. Though I wasn't there quite yet, I could have been if I focused my research which is near 600 a turn. That alteration path would have also opened up quickening, which I would have been able to cast.

More practically aiming, Strength of Giants is on the Enchantment path, though there isn't much reason to bring that into play against Ermor. I can cast that with just two gems, even with a E1 mage. I could have pulled out some skelly spam of my own to even the odds. I could have cast Legions of Steel (construction 3), to buff my squads protection. Alteration really doesn't have much to offer me for a low research investment.

So, my first real fight was hardly a fair test of their value, but it did get me thinking how I'd make the most use of them, instead of using the mages to cast spells capable of friendly fire.

If I were to adjust the spell itself, I'd do one of two things...
Make it less expensive at 30 gems, making it summon five Unfrozen Warriors, 10 Unfrozen, 1 Unfrozen Lord, and 1 Unfrozen Mage with 1W1D1E 100%, with a 50% shot each at one additional level of water, death, and earth.
This would make it a) more consistent b). guarantee the ability to cast earth buffs, though I would need boosters/gems, along with other spells, and c). make it something I can dream of casting twice early on. If there was still some random factor, this would allow me to compensate for a bad roll.

Make it more expensive, say, 70 or 80 gems. As well, I'd get a minimum of 20 or 30 unfrozen, possibly as much as 60.
This way, instead of five castings getting me 105 unfrozen, I'd get that amount in four casting or less. I'm not going to hammer out exact numbers, but I'm thinking making the per gem roughly the same or somewhat better, but making an individual casting cost maybe 50% more, and be 50% more effective, plus somewhat reliable.

As it is, you may cast Hidden in Snow, and get around ten units- hardly enough to use as part of a fighting force, especially considering their weaknesses compared to wights. If you know you're getting at least 25, or so, you've got an additional strike force you can summon up in a pinch. They're not elites, but with some buff spells, their hardly a laughing matter, and could carve through unprepared armies. And you at least get greater numbers to differentiate them from a legion of wights. I've always thought from an unreasoning standpoint that a tribe should be forty units. I mean, I hardly see less when fighting independent wolf tribes. And while I don't see a reason for this, some banefire bows might be interesting.
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