Honestly, Choking Smog has less of an effect on the Influence Lanes than Ethereal Armament. So if you don't think either are effective enough, suggest some others.
I did suggest Dark Healing, remember? The spell that would be useful in multiple places. Outside of large groups going after the Keepers and what they guard, I assume multiple Keepers work together. So when facing one foe, a Keeper can just heal their allies while the others fight, boosting their survival time to the point the other side loses from getting their bones broken by clubs. That and being able to heal a Consort is also an advantage in keeping them alive. Using one of the revisions for Consorts from last turn will sync together then, since the Keepers can keep them alive to use their abilities?
Also, in this case it was relevant, as since Magoc wasn't there, they won that round and get to choose.
I'll point out I knew they were going to send their angel there. Also, it's currently 2|2 as far as we know. We aren't losing quite yet.
However, focusing on improving our combat lane right now means we can focus more on INF in the future. We need our gear to actually be worth something to take full advantage of our forces.
I would also like an argument on why the Ethereal Armament is the best choice. What areas does it improve? The only one I currently see is giving Keepers a sword and shield, which is kinda meh. Doesn't solve their own mediocrity.
They have 2/5 in one INF area we have in 3, we are behind
I have no clue what the above sentence means.
DARRIN (Combat)Dry Plains:
4/4 |
0/4Mountain Passes:
3/4 |
1/4Rice Terraces:
0/4 |
4/4LESIMOR (Influence)Fortified Frontier:
3?/5 |
2/5Lawless Capital:
3?/5 |
2/5Scholarly Towers:
2/5 |
3/5XA-NAM (Combat)River Delta:
4/4 |
0/4River Crossings:
3/4 |
1/4Light Jungle:
0/4 |
4/4DOLGOTH (Influence)Trade City:
3?/5 |
2/5Ostentatious Capital:
3/5 |
3/5Wartorn Wastes:
3/5 |
3/5So apparently they are ahead. The guards do not help us at all however, as it is reactive rather than offensive. If we want to mess with them, we have to strike at their operations. We're losing cause we are on the defense, we have no offense.
We are also kinda losing in the battle lanes, we let up on one, we get pushed back.
As a question, can someone point out flaws I made in my word wall?
I had assumed Vs.Debate requires making points in your argument, after which the other would make their points in theirs. Instead I get arguments about INF Lanes vs. Combat Lanes, rather than the usefulness of the designs in advancing our ability.
Right. So right now, the angels outperform us when it comes to 1 on 1 combat and Army vs Army combat. This changes when we break their formations until they completely break down and retreat. at which point they hole up in their forts, which stops us from advancing that season.
The addition of the mourning wyverns and the skirmishers is going to have that tactic applied to us soon enough however.
Improving our gear will see us match the enemy in equipment, which will improve our combat ability. Not improving our gear will see us outperformed whenever the tide turns against us.
Barrier Magic is likely to be seen this turn from the angels to block our volley of magic missiles.(Theoretically). They then close up and tear us apart after we've had to deal with being picked off from range by the enchanted bows. Not to mention skirmishers striking at us and then retreating.
A general improvement to our gear will see us winning on the battlefront. No improvement on the battlefront will see us get pushed back to the fort, and then they will once again charge it, break in, and push us out of it. Unlike the issues we have had with pursuing.
Two spells could help with this. The first is the Smog, which can break formations, prevent accurate fire, and smoke them out of the forts.
The second is just copying them with Dark Healing. Our forces can now recover, and we are stronger than them. Which means we can push the forts and armies, and recover from damage dealt to us on approach and during/after battles.
Dark Healing can also be used by keepers, allowing a team of them to shuffle between defense and recovery. As well, it gives us a counter to their healing services, being able to offer our own.
Ethereal Armament, meanwhile, only improves the Guards. If used on the battlefield, Uruks can't use it without losing their spell slot. Acolytes don't have the physical training and shouldn't be on the front lines at all, not to mention if they are using it, they aren't attacking. Warcasters have the training, but have their own sword, and should be focusing more on magical attacks.
So it does not sufficiently improve their combat abilities compared to actual equipment.