Argh... communion problems
Playing C'tis Miasma lately, and fiddling around with commmunion. I had one Mashmaster with a random in astral, sitting in a lab on the border of my opponent. He's happily summoning wights with his 5 researching shaman friends. It's a trap, and it worked, but it ended up costing me a lot more than it netted me.
The idea was to set up a nice juicy outpost that looked undefended. Once my unsuspecting opponent attacked, he'd find that in addition to the 20 militia, there were 5-6 wights and a hasted skeleton-generator backed by 5 communion slaves.
Well it did work, but at what cost! I had given each of the 5 slaves rejuvination boots and amulets (15 nature gems +110 for the unit) for an unbelievable fatigue recuperation rate of 40 per turn. SOMEHOW the mashmaster managed to burn through about 3000 fatigue points and kill off all five communion slaves. Granted this was a LONG battle between my communion and 3 emorian necros raising skeletons of their own.
Was the haste going a little overboard? Should I not use hasted mages in a communion? Or is a 5-slave communion not big enough? Was this an isolated incident that I shouldn't worry about?
Comments?
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