What else have the Balseraphs got? Quite a bit:
Puppets
Freaks
Taskmasters
Harlequins
Mimics
Courtesans
And unique buildings:
Arena
Hall of Mirrors
I'll be talking about Freaks and Puppets later, let's start by getting the relatively simple ones out of the way.
Taskmasters are Assassins who have an additional 25% to create a Slave from combat
Courtesans are Shadows with the same bonus.
Fairly minor, but I will be in fairly constant demand for slaves, so it's a nice boost. If I ever build one, that is. I doubt I'll ever get to Guilds for Courtesans, regardless of how nice they are, it's just too far in the tree. Poisons for Taskmasters...maybe. Depends on how well my economy is doing compared to my military demands. Course, a Heroic Taskmaster would be fun, especially if he were also Aeron's Chosen...but I don't think I want it as badly as Mr. Sidar over there.
Harlequins are an odd duck. Rangers with one less strength, but the Taunt spell. Which makes a neighboring unit attack them (or, ideally, the big strong summon guarding them). Handy situationally, but by the time I get that far in the tree, I intend to have summons and magic collateral, both of which prefer to be attacking than to be attacked. Maybe if I've got a city to crack, this might be worth doing. Or if someone tries to defend with archers. One minor bonus, they're trainable with Carnivals rather than Hunting Lodges, and if I end up Creative for any length of time, I want Carnivals anyway
Mimics...are also fairly odd. They're a Champion with one less strength. Every time they win a battle, they gain one promotion from the defeated unit for free. This tends to be more useful in SP than MP - it's hard to arrange things so that Mimics have good odds fights against well-promoted foes. The main possible exception that comes to mind is if I've solid collateral, and I'm using the Mimics only as hitter. And ideally against vampires.
Mimics *can* upgrade again, to Paladins or Eidolons or a number of other T4 units. Which, if I've collected a lot of promotions beforehand, could leave me with downright godly units.
Still, Iron Working isn't a direction I see myself going anytime early. Frankly, if I can set up a situation where Mimics are playing to their strength, they're probably not necessary. If I can give them easy fights to rack up promos with, then I could do the killing with anything - warriors, summons, swordsmen-freaks, etc.
Arenas - sadly, probably should be ignored mostly. Training Yard replacement, which is good for sword production (or more likely, Freak -> Sword upgrades). Melee, Recon, and Slaves in the city can cast the Arena Battle spell, which gives a couple of turns of bonus happiness, with a 50% chance of killing the unit or a 50% chance of giving it a couple XP. Realistically, I don't want to kill off all my units to make a couple with decent XP. I could maybe see doing that with adepts if the passive RNG isn't kind, except they're not eligible. For every other unit, I'd really rather have two of them than one dead and one with a few XP.
Edit: Note to self - TEST THIS! If it's changed in EitB, or between the manual writing and last version of FFH, for that matter, this could be a method to speed-train adepts. 1-7 XP per battle, starting with a Conquest/App adept, means 1-2 arena battles to prepare each mage. Get Titan, and that's probably only 1 battle. Expensive to spend 240 hammers to get one mage instead of 60 hammers + time, but there are circumstances where it could be worthwhile.
I expect I'll likely build exactly one of these, and use it for upgrading Freaks. Yes, Freaks are 10 hammers more than Swords, but they even if I discount the value of Mutation to zero, an Arena only pays for itself after I build 7 swords. If I'm building that many swords, I'm probably in deep trouble, and without time for Arena building anyway. Plus, of course, I do expect Mutation to likely be worth the extra 10 hammers/ 5 gold, on average.
Hall of Mirrors - neat building. Too expensive, but neat. 120 hammers, requires Alteration and an already built Carnival, gives +1 happy and creates an Illusion copy of 1 enemy unit within a tile. Happiness is always handy - but 120 hammers is excessive compared to just about every other option. Illusory enemies...well, the trouble there is that any enemy worth fearing will have at least Mob I on his stack, so they ought to be able to hit me before my summon can spawn. I ought to test this - if it appears on the enemy turn as the unit moves up, it still might be worth using. At least in HK border cities . But realistically I expect to be either decimating my foes in the borderlands/their own territory, or losing.
To sum these all up - they're nice. With cool abilities, and they definitely set a theme for the Balseraphs. If I weren't planning an Arcane game, I would definitely use them. But...none of them are so powerful that I really feel the need to invest in them instead of the arcane tree. If I find myself with extra beakers and time, I might circle back and pick up one or more of these guys. If I go for any, it would likely be Poisons for Taskmasters - all my foes are telegraphing arcane gameplans, too, and assassins, well...
Puppets
Freaks
Taskmasters
Harlequins
Mimics
Courtesans
And unique buildings:
Arena
Hall of Mirrors
I'll be talking about Freaks and Puppets later, let's start by getting the relatively simple ones out of the way.
Taskmasters are Assassins who have an additional 25% to create a Slave from combat
Courtesans are Shadows with the same bonus.
Fairly minor, but I will be in fairly constant demand for slaves, so it's a nice boost. If I ever build one, that is. I doubt I'll ever get to Guilds for Courtesans, regardless of how nice they are, it's just too far in the tree. Poisons for Taskmasters...maybe. Depends on how well my economy is doing compared to my military demands. Course, a Heroic Taskmaster would be fun, especially if he were also Aeron's Chosen...but I don't think I want it as badly as Mr. Sidar over there.
Harlequins are an odd duck. Rangers with one less strength, but the Taunt spell. Which makes a neighboring unit attack them (or, ideally, the big strong summon guarding them). Handy situationally, but by the time I get that far in the tree, I intend to have summons and magic collateral, both of which prefer to be attacking than to be attacked. Maybe if I've got a city to crack, this might be worth doing. Or if someone tries to defend with archers. One minor bonus, they're trainable with Carnivals rather than Hunting Lodges, and if I end up Creative for any length of time, I want Carnivals anyway
Mimics...are also fairly odd. They're a Champion with one less strength. Every time they win a battle, they gain one promotion from the defeated unit for free. This tends to be more useful in SP than MP - it's hard to arrange things so that Mimics have good odds fights against well-promoted foes. The main possible exception that comes to mind is if I've solid collateral, and I'm using the Mimics only as hitter. And ideally against vampires.
Mimics *can* upgrade again, to Paladins or Eidolons or a number of other T4 units. Which, if I've collected a lot of promotions beforehand, could leave me with downright godly units.
Still, Iron Working isn't a direction I see myself going anytime early. Frankly, if I can set up a situation where Mimics are playing to their strength, they're probably not necessary. If I can give them easy fights to rack up promos with, then I could do the killing with anything - warriors, summons, swordsmen-freaks, etc.
Arenas - sadly, probably should be ignored mostly. Training Yard replacement, which is good for sword production (or more likely, Freak -> Sword upgrades). Melee, Recon, and Slaves in the city can cast the Arena Battle spell, which gives a couple of turns of bonus happiness, with a 50% chance of killing the unit or a 50% chance of giving it a couple XP. Realistically, I don't want to kill off all my units to make a couple with decent XP. I could maybe see doing that with adepts if the passive RNG isn't kind, except they're not eligible. For every other unit, I'd really rather have two of them than one dead and one with a few XP.
Edit: Note to self - TEST THIS! If it's changed in EitB, or between the manual writing and last version of FFH, for that matter, this could be a method to speed-train adepts. 1-7 XP per battle, starting with a Conquest/App adept, means 1-2 arena battles to prepare each mage. Get Titan, and that's probably only 1 battle. Expensive to spend 240 hammers to get one mage instead of 60 hammers + time, but there are circumstances where it could be worthwhile.
I expect I'll likely build exactly one of these, and use it for upgrading Freaks. Yes, Freaks are 10 hammers more than Swords, but they even if I discount the value of Mutation to zero, an Arena only pays for itself after I build 7 swords. If I'm building that many swords, I'm probably in deep trouble, and without time for Arena building anyway. Plus, of course, I do expect Mutation to likely be worth the extra 10 hammers/ 5 gold, on average.
Hall of Mirrors - neat building. Too expensive, but neat. 120 hammers, requires Alteration and an already built Carnival, gives +1 happy and creates an Illusion copy of 1 enemy unit within a tile. Happiness is always handy - but 120 hammers is excessive compared to just about every other option. Illusory enemies...well, the trouble there is that any enemy worth fearing will have at least Mob I on his stack, so they ought to be able to hit me before my summon can spawn. I ought to test this - if it appears on the enemy turn as the unit moves up, it still might be worth using. At least in HK border cities . But realistically I expect to be either decimating my foes in the borderlands/their own territory, or losing.
To sum these all up - they're nice. With cool abilities, and they definitely set a theme for the Balseraphs. If I weren't planning an Arcane game, I would definitely use them. But...none of them are so powerful that I really feel the need to invest in them instead of the arcane tree. If I find myself with extra beakers and time, I might circle back and pick up one or more of these guys. If I go for any, it would likely be Poisons for Taskmasters - all my foes are telegraphing arcane gameplans, too, and assassins, well...
Vlad Taltos Wrote:No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.But we'll wait and see on that.
EitB 25 - Perpentach
Occasional mapmaker
Occasional mapmaker