0beron wrote:Plus, there are a few caster types that I can't imagine having ANY battle skill, besides the basic pew-pew. Find, Math, Sign, Hat Magic, Money, and maybe even Change but we don't know enough to say. (Yes I know Cubbins popped a cap, but that was a stylized/glorified pew-pew that was being amplified by Tower bonuses.)
What are those classes supposed to do? Because they can't even benefit units they are stacked with.
Findamancers could allow their stack to locate the weak points on an enemy unit, as well as negate foolamancy. They might also be able to increase an army's movement by finding the easiest path. And they could allow their stack to find openings in the enemy formations, allowing them to go for priority targets (archer stacks?) instead of getting blocked by defensive troops.
Signmancers can change their unit's signamancy. Making them stronger, faster, tougher, etc. They could also disguise their units to confuse enemies, making them hesitant to attack what they might think are allies. They could make one of their units super scary, leading to huge penalties to try attacking that unit or their stack.
Hat Magicians can summon all manner of nasty things from their hats. Rains of arrows, death rabbits, rations for their troops. They can also make magic hats that give a verity of potential bonuses.
Moneymancers can negate the upkeep of units they are with. They can infuse them with schmuckers to 'upgrade' them in a verity of ways (promoting a unit is natural moneymancy, after all). They can make it rain schmuckers to distract troops, or toss explosive gems at them.
Changeamancers can change their units or enemy units stats. 'nuff said
Mathamancers may give something like a leadership bonus by finding the best matchups (remember Duncan's magic item is math/date magic). They may use math to subtract hits from an enemy and add it to an ally (or any stat for that matter).
So yeah, they all have combat applications, they just require a modicum of creativity in their application.
And also, I have to disagree with the whole 'things move fast in Erfworld' If anything, we've seen the opposite. I mean it took what, 60ish turns for GK to go for Unaroyal when they had a highly mobile insta-gib force that should have been taking a city every couple of turns.