Re: Q: Effective use of magic resources
Equipping commanders as killing machines can be done, but usually not with recruitables. Human commanders are just human, and they die. Jotun and other giant races can do it better. And everyone can summon powerful commanders and deck them out. There are many threads about thugs (that's what you described), and about super-combatants or SCs (which are much, much worse and can kill entire armies alone).
If you want to try this strategy out, I'd suggest LA Jotunheim. They can recruit sacred giant commanders in all their forts, and they have easier access to Astral than other ages of Jotunheim. Choose a pretender with a supportive bless that helps your Jotun Jarls (Earth for reinvigoration, Nature for regeneration, perhaps Water for increased defence or Water 9 for quickness...), research Construction and make items that give them protective abilities.
Pendants of Luck, Amulets of Antimagic, Rings of Regeneration, Boots of Quickness, weapons with high defence rating (ice sword, sword of quickness) or which affect several enemies at once (sword of quickness, Frost Brand, Shadow Brand)...
You need to ensure that the Herses and Jarls can avoid most hits (defence, luck), withstand a few (good hp, decent protection, regeneration), survive enemy mages (elemental resistances, magic resistance (13 is a good start, but not enough)), kill or rout enemies you're fighting against (boots of behemoth + horror helmet works against low-morale troops, but is suicide against undead) and finally, not die from fatigue. High encumberance is a killer. Don't let encumberance climb too high, and make sure your Jarls are never completely surrounded. Give them some bodyguards, and remember than while two giants won't fit in the same square, a giant and a human can share the same space.
EDIT:
You can use the human commanders with other items: bows, Sceptres of Authority and other spell-casting items, Herald Lances to destroy undead from afar...
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