Right now there is no reason not to Mutation your workers if you can cure withered/disease. Like say the Aquae Sucellus.
-1 str does nothing, vulnerable to fire means nothing to an insta-die unit, and crazed actually helps because they will occasionally gain +1 move on half the turns.
But, if you get +1 or +2 str, then workers can actually defend.
On the other hand, actual combat units gain little benefit. The strength roll comes out slightly ahead (40% of the time you gain, 15% of the time you lose) but there's little to no benefits to the promotions. Only the Magic Resistance (5% chance) is a permanent effect and you lose the strength bonus when you upgrade. The only time I've bothered to use it is with Werewolves after they hit Greater. Get -1str and I can throw away the unit and get another to spawn.
I suggest having a chance at -1 move or +1 move. Also, perhaps replace the Regeneration bonus which fades on next combat with a lesser power one that does not. Any mage can cast Regen.
-1 str does nothing, vulnerable to fire means nothing to an insta-die unit, and crazed actually helps because they will occasionally gain +1 move on half the turns.
But, if you get +1 or +2 str, then workers can actually defend.
On the other hand, actual combat units gain little benefit. The strength roll comes out slightly ahead (40% of the time you gain, 15% of the time you lose) but there's little to no benefits to the promotions. Only the Magic Resistance (5% chance) is a permanent effect and you lose the strength bonus when you upgrade. The only time I've bothered to use it is with Werewolves after they hit Greater. Get -1str and I can throw away the unit and get another to spawn.
I suggest having a chance at -1 move or +1 move. Also, perhaps replace the Regeneration bonus which fades on next combat with a lesser power one that does not. Any mage can cast Regen.