Spiritual as a mainline military trait--how to (ab)use?

In addition to what doktarr said, Champions upgraded from Radiant Guards retain the Sun II promotion and can cast Blinding Light, unlike "regular" Champions.
True, and I like that a lot. The upgrade from Radiants to Champions is 65 :commerce:, right? So 90 :hammers: and 65 :commerce: for Sun II champions, versus 120 :hammers: for regular champions? It's not a horrible extra tax to pay to have Sun II in every stack, on a figure that doesn't have anything else to cast (unless you're playing the Calabim or Amurites, I guess). It's a total no-brainer if you have Basium on your team, but not terrible otherwise.
 
But why?
If you have radiant guards (particularly if you're no longer in empy) then those are units you'll want anyway in the stack, but not want to lose.
Therefore you don't want sun II units attacking unless the odds are really high, hence why not just cart around 3-4 RG and then spend your budget on getting good expendable units to fight.
So axes that can afford to be sent in at low(ish) odds, and then those that survive get promoted, and those that die act as warriorpults.
I can't see when id find sun II champions useful over having RG plus melee units I can fight with.
 
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