angelfromanotherpin wrote:You are high, sir. Redeploying your leadership at speed is moderately useful, but it's far from all that flight brings. A flying commander can lead forest troops through forest and mountain troops through mountains and fast troops across open ground - no matter what mobility options the troops I choose have (except amphibious) I have a commander who can actually keep up with them. Flying commanders can also ferry gem restocks to your field mages with great efficiency. There's a *lot* of good to be had out of flying commanders just on their own.
None of that is worth not recruiting a mage. The good thing about flying leaders *and* troops is that you can bypass choke points and hit the rear areas of an enemy, moving moderately faster inside your own borders isn't much of a deal. Gem ferrying can be accomplished by indie scouts with a little bit more planing.
Indy commanders are terrible and there's no guarantee you'll be able to get them in a location you care about in a timely manner. Sometimes the majority of what you get is shamans, barbarian chiefs, high-rescost mounted commanders on low-resource farmland, etc. etc. and the few useful indie commanders spawn out of provinces that are inconveniently placed - and share their recruit slot with indie scouts you also want.
This is the middle era, indy commanders are everywhere. I have never had a problem getting all the indy commanders I need for army leadership. Regardless of the potential difficulties, you make it work because you need mages.
I'm pretty sure that drafting is slowed solely by time zone shenanigans.
Before this is over I expect that at least one pick will be slowed down because someone misses a post and isn't sure if it is their turn.
I don't really have illusions that he'll see a lot of use, and he's not really someone you build an army around. But I was picking 7th and the top 2 were already gone, so when given the choice between a slightly better troop-shuffler (who might never get built due to cost issues) and an actual possible "answer" to an Awe/Fear based SC / thugs, I decided to go with expanding our tool kit.
As long as you know just what a longshot the choice is man. I mean, PD in this game is going to be so nuts (like 6 decent guys per point) that I don't see a no magic no bless thug working out unless they are geared very heavily; someone can spend 50 gold on 10 pd and then put one mage behind it and probably end the low end thug.