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Mages vs. Mountain Clans

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#8
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Summoning on the home tile is as good as Chaos. The Hornet Swarm reduces initiative more effectively than any Chaos spell. I probably don't need to talk about the benefits of clones and elementals. Light is generally weaker, but if you manage to get regeneration, it's very useful for breaking through defenses.
Okay, vampirism and cold might be okay for the endgame... But there are better options, in my opinion. At the very least, it's worth experimenting, because you're losing anyway, so there's no chance of winning by sticking to the same strategy.
Attack is good. It's still worth taking Tactics to disrupt the Dwarf's tactical formation. It's easier to build an effective defense in three lines than in two.
Sorcery is an option. Even if you still choose Light, as I recommend, casting Resurrection and Divine Retribution more often is a good advantage. But you definitely need Education.
So, magic (one skill) + attack + defense + sorcery + education. In my opinion, that's ideal. Defense would be good for effective breaking through, especially with Battle to the Last. BDP + regeneration = death to all living things.
 

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