I'm very nearly done with my first game using a pure summoner build, and I can only describe it as a smashing success.
My wizard started with 7 Chaos books, Chaos Mastery, Channeler, and Conjurer. I selected Orcs.
I was helped along by a pretty good first city position: not coastal, unfortunately, but several river tiles as well as access to mithril and coal. There was also a portal tower right next to the capital, and a sorcery node, and just outside the city radius a chaos node, which was particularly beneficial. As I explored it became clear that I was alone on one of the two largest continents of Arcanus, and it happened to be laid out in a way that made founding seven decent cities possible with only a couple of overlapping squares. Interestingly, each of my rivals (Tauron, Oberic, Freya, and Raven) also started on his own continent. Only Raven's was of comparable size to mine, though. In one way, this was actually something of a disadvantage for a Chaos summoner build, because a Zerg Rush strategy with hellhounds could be very effective. I was safe from my rivals, but they were also safe from me.
What is a summoner build about? Not gold, heroes, artifacts, food, normal units, cities, or even mana that much, although all those things are better to have than to have not. It's about having a huge army of magical creatures while everyone else is still trying to finish their granaries. Before long I had a gang of six hellhounds, which was enough to break the two nodes, and in short order I also picked up the Bard and Sage heroes. This allowed me to crank out more hellhounds and clear all the easiest ruins on my continent. The game felt like my empire had the fastest start of any game I've ever played. And it's all quite simple: summon, conquer, summon more, conquer more.
The two last things I'll mention are the creatures I chose to use for my armies, because that's the biggest decision you have to make, and the endgame, which has been particularly fun and interesting.
Hellhounds are obviously the soldier of choice for the early game. They're cheap and very effective with their speed of 2 and their breath weapon. After my first surge of expansion they started to drop off in usefulness somewhat quickly, and I stopped using them. There are certain enemies they're simply not tough enough to handle, and they never will be tough enough. Fire giants would be next step up, but I didn't get the spell until later in the game. They're pretty uninspiring for, well...fire giants. Their ranged attack is weak and they really aren't that great in melee either. Speed 2 with Mountaineering is useful in limited circumstances, but overall I wasn't impressed. Even in large groups mine struggled to clear ghoul and zombie sites. You could spell them up, but if you're going to do that you might as well summon something better. I moved to gargoyles after hellhounds. Speed 2 flyers, they can take lots of punishment and serve well as meat...er, stone shields. By this time I'd gotten Fang, so I stuck him in a stack with them. It worked okay, but not nearly as well as the next step up: doombats. The complaint about doombats is that they're too expensive. Normally they cost 8 mana per turn to maintain, and I agree that's too much, but if your wizard is a dedicated summoner the cost drops. Mine cost 6 to maintain, and I found them worth it. They're speed 4 flyers, and much more lethal on the attack than gargoyles. I gave Fang weapon and shield artifacts I'd found in ruins and grouped him with four doombats. That stack was good enough to clear most nodes and sites in the game. In fact, I only dumped the doombats much later after I'd acquired the Great Drake spell. The other Chaos creatures I never needed, although some of them looked pretty good: efreet, chimeras, hydras, etc.
I expanded on Arcanus until I had the largest empire, filling my entire continent and grabbing three small nearby islands. Nomads and humans were relatively easy to rule over, but high elves are much less content to be ruled by orcs. The game was surprisingly low-conflict, since I marked out my territory and then moved to Myrror (where I found an Adamantium deposit right next to the portal tower). I didn't bother my rivals, and they didn't bother me, mostly because they were all busy ganging up on Oberic, who managed to wipe out Freya before he made the mistake of declaring war on me. He was a pest, because he had lizardmen who would swim to all the other continents and annoy people. After he defeated Freya (her island was much closer to mine than Oberic's) I swooped in and planted colonies all over so he got nothing. That apparently pissed him off. Later on Raven's klackons broke through to Myrror and started a couple of colonies there. Needless to say I planned to kick him out, but I threatened him first. It was the only time I've ever seen a rival wizard in MoM act like a coward in the face of a threat. He promised to remove his offending units if I would leave him alone. Funny.
The late game became really, really fun and more and more about magic. I found the Armageddon spell in a tower when I first broke through to Myrror, and after busting nodes there I had 13 Chaos books and the spell Great Wasting too. I cast Armageddon and Great Wasting, and spammed Raven's cities with Call the Void. A very fun powertrip. At this point the game's almost over. I'm not going to bother wiping out my enemies because their cities and lands are all in ruins and they have no power left to oppose me. I'll cast the Spell of Mastery and be done with it. I can summon Great Drakes instantly, my cost for casting Flamestrike is 21 (so I could spam combat with it), and my casting cost for hellhounds is 4, so I could whip up an army of them at a moments notice.
Post edited January 12, 2014 by UniversalWolf