hey cp, wanted to give you a heads up.
we played through and beat the normal difficulty level. we held onto more units than i normally like to when running thru the game, and the black thrall spawned at the 145 mark.
the mort died in the first bit of the game, i think before the first pig wave even came. it meant NOTHING. the mancers regenerated mana obscenely fast, and they killed everything.
with the electromancer alone i was able to use BOLT on ghost dwarves indiscriminantly and never suffer the consequences. I had to use chain twice in a row (and be vetted enough to do so!) before I could even use an inventory0 mana recharge.
the pyromancer spent the whole game hellfiring boss units (which is good for lols) but the balance is knocked off completely.
i finished with 18 charges worth of rc (i think 2 5s and an
and never ever ever thought about using it ever. the onlyt ime it was selected was to reset my spell order.
I do not find this new version to be more difficult. If you are trying to make the game harder, you need to add more boss waves with less meat units in the beginning. Having the extra stygs on the first styg wave is kinda cute, but the reality is that you're just giving more free vets to the mort and fg to make sure that they cap out ASAP. I'm sure you've seen the 4man films, the capped out fg is pretty good, the capped out mort is absolutely insane and its actually hard to lose to non boss units with these.
I would say that instead of the extra free vet units (thrall, pigs, sks, etc) you add more hard bosses to the beginning of the game forcing you to handle them ASAP (maralith is the best unit choice for this i think) while etting overrun with the normal sized waves. This would actually make it harder - mazz seems (to me anyway) to be won or lost in the first half hour of the game. random stuff happens later on that can make you lose, sure, but if you can get thru the first couple waves unscathed you are probably winning.
when i was new to mazz the wave that always kileld me showed up around the 1:10 -1:20 mark, it was a pig and thrall wave with boss units to boot and beholders stoning and liths coming in etc etc and thats when the game gets hard. The game is not hard by having a pyromancer cast 7 walls instead of 5 just in time to vet up insanely and be able to kill off waves by himself when he full vets and recharges mana quickly.
I think you would be well served by removing some of the extra free vets from the early waves and replacing them with a few annoying bosses. again, the lith i think is the prime choice because in the beginning you have plenty of melee to deal with beholders or just about any type of dragon and the lith's mana confusion could cause headaches while other units try to overrun you.
since this thread started out with questions about mancer use, let me go ahead and share what i've seen in the winning games that i've been in (quite a few)
pyro should use wall on pigs. pyro can kill pig waves all by himself. thrall are generally left to the fg or a whoring mort.
this can of course change if the fg is fast enough to tank the pigs himiself. if you want to avert this problem, try using units that would be unaffected by firewalls and throw them in with the pigs. Ive heard people say myrks run thru fw - this is news to me but if thats the case then have the myrks go to town while pig waves are rushing. the game will get harder if you combine the waves properly, but if you just throw 30 pigs at us instead of 20 you're just making it easier cuz it means we vet faster while dealing with the headaches.
btw... i HATE that mazz can use the dispersal dream for 40% mana when he's maxed. I think a much better ability would be mana telekinesis (as godz suggested) or for 100% mana use to create a random crystal (not necessarily mazz - mb hg duff pal or whatever could be doable too!)
but the 40% dispersal just makes it that much easier. I think that the new version is actually significantly easier than the previous full version release of mazz 6.
just my two cents.