It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
So as the title says, which is better Mage/Commander or Commander/Mage? Or is it simply a matter of they each have their strengths and weaknesses? Because either there is some difference of opinion or I just didn't really do my research?
P.S. This is Eador: Genesis
Post edited October 03, 2013 by GOGwiiisfun
Commander/Mage is easier to start with, but in the long run, by my opinion, Mage/Commander would be better.

Comm/Mage have 1 more T4 and T3 units. Resistance bonus, while can be useful, rarely kicks in. Morale bonus... you can replace with additional slot for Mass Attack.
Mage/Comm have 1 more M4, 2 more M3, 2 more M2 (at the cost of health, though). So, you can use spells like summon phoenix to get similar army size, and still have more magic slots. In direct fight +6 duration vs +2 resist means 2(4) additional turns of debuff, and 6 additional turns for buff like Word of life. Or things like Sleep for 10 turns on enemy's elephant.
Post edited October 03, 2013 by Gremlion
avatar
Gremlion: Or things like Web for 10 turns on enemy's elephant.
Grem I think you made a mistake here with Web. I thought it was a known fact that the max 1 Web can disable for is 3 turns.

Also I agree that Com/Mage is easier for most people to get. Also I don't like wasting my first Wiz making a Hybrid. I prefer him to be a pure ArcMage.
Mixed with Sleep. Shame on me.
Post edited October 03, 2013 by Gremlion
I thought that it was better to post in this thread than to make a new one, so I was wondering about going pure commander. It seems like people talk about Commander/Mage or Commander/Archer the most, but is pure commander as good a choice as going pure on the other classes? It seems like Commander/Archer is the best for people who want to use mainly ranged unit (Although a lot of the scout's skills seem like they would synergize well with the commander), I don't want to use Commander/Mage in the early campaign because I wouldn't have access to higher tier spell schools for a while, and to be honest Commander/Warrior doesn't seem very good because it doesn't seem like warrior skills would synergize well with commander. Also what is the bonus for going pure commander?
Post edited October 30, 2013 by GOGwiiisfun
Thing with other classes - warrior gets round attack at level 5 skill, Sniper have the best distribution of magic and command stats between scouts, plus double shot. Archmage have double cast.
As you can see, notable part of their power tied to special skills. Commander have none.

Straight commander gives +2 attack and counterattack, and have level 5 skills. It can be useful for Elven general (biggest hp bonus and +1 range), but overall all commanders have the same 10 command stat and similar gameplay - "cast astral energy on strongest unit".
Commander/mage wins here because he have biggest amount of spell slots, can have both exp skills (thus his army would have level advantage), and can use T3&T4 spells. It doesn't matter that initially you don't have access to high tier magic schools. Events, lairs and shops can provide you with spells. And even if you don't get them, commander/mage still have 6 more spells than commander/commander (with Wisdom 3). More webs, tougher web, more astral energies, more heals, more ammos, and so on. And as a cherry on the top, com/mage can use wand for lasthit.
Post edited October 30, 2013 by Gremlion