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That is a good idea, I had abit of bad luck in a previous chapter and lost my second mystic. So now got to get a new one and give that a go.
Went outside, and sure enough - meet my new enemy, the wardrobe. Lost an archer, got my main char wounded, and retreated the rest of them (too many critters everywhere by that point).
Not a fan of the amount they can summon, I have to say. 1 of them would be doable, but 2 feels like nonsense :D
Came here to say this, Butlers and Weldlings are far more dangerous.
I'd say it's not fair to judge a unit based on what happens when you fail to deal with it. Now that you know they exist, you'll find them far easier to deal with even when there are multiples. Ir's also about action economy. Even having just one character that can kill multiple units a turn makes a wardrobe and its spawns trivial.
I have squared off against 2-3 wardrobes four times since my post earlier, and was forced to retreat twice.
The reason I had to retreat was their positioning. When nothing you have can reach them inside 6 turns (or 3 turns if running blindly) you get pulled down by weight of numbers trying to get there.
It is not so bad when attacking some places, particularly if you have some teleportation at hand.
- However.... trying to assist in invasion defenses is rendered truly horrible, because of the amount of ground involved - these are the fights I have had to run from, with even an elite squad getting punished.
The issue being nothing else comes anywhere close to this challenge, suggesting an imbalance in these very specific situations
oh yes thats the worse of them all. the wardrobe is easy piecy compared to that. I believe on highest difficulty that thing spawns 3 to 4 eggs each turn and they hatch in 2 turns becoming the basic thrixl mob. I let one go out of control on a defend incursion mission. Atleast i had tier 2 volley so it helped me deal with that but oh boy never let that get out of control. In my defense i had to deal with mindcontrol cause that can easily destroy you in a single turn.
Trust me the wardrobe really becomes the least of your concerns later on. I can understand the wardrobe can be intimidating at first towards a lowbie/newbie/non-legacy group but once your heroes become strong you'll notice reaching/dealing a wardrobe becomes a piece of cake.
I also agree with chaosek that the thrixl have a worse spawner mob. Certain Deepists and other units can also replicate themselves seemingly endlessly if left alone for too long and they have the right calamities (one Woken variant doesn't even need a calamity). Both of these are considerably more threatening than the weak trash that a wardrobe creates.