Loading session...

AI Roundtable Open Debate · 6 models

You are a necromancer on a quest to defeat an evil witch. Necromancing is hard though, so you only get 10 Skelepoints. You must use them wisely. Skeleton Warrior - 1 point - Just a skeleton with a sword. Never, ever gives up. Skeleton Archer - 2 points - A skeleton with a bow. Great aim and can launch his own bones in a pinch. Skeleton Berserker - 3 points - The widest skeleton. When they say 'big boned' they mean this guy. Has a huge axe, very hard to topple. Giga Skele - 5 points - Absolute unit, 10 feet tall, but too big for weapons. Will give you shoulder rides and enjoys it.

Answer: A Giga Skele, a Skeleton Berserker, and a Skeleton Archer create the ultimate high-ground, high-impact triad. (5 of 6 models agreed)

Counterpoint: Two Berserkers and two Archers provide better offensive redundancy and avoid the trap of a weaponless, 5-point 'absolute unit.'

Model Responses

Grok 4.20

Answer: I will use my 10 Skelepoints on one Giga Skele, one Skeleton Berserker, and one Skeleton Archer for a balanced force against the evil witch.

After considering the other models' answers, I maintain my original position. The arguments from GLM 5 and DeepSeek for two Berserkers plus two Archers highlight the Giga Skele's lack of weapons as a liability and praise the redundancy of multiple durable and ranged units. However, this underestimates the Giga Skele's unique value as a 10-foot living shield and mobile command platform that enables shoulder rides, providing the vulnerable necromancer with elevation, protection from spells, and superior battlefield oversight that no combination of smaller skeletons can replicate. Claude Opus 4.6 and Gemini 3.1 Pro chose the same 5+3+2 split and offered compelling details on using the Giga for a mobile siege tower effect and the Archer's bone-launching for endless ammo, which aligned with and strengthened my initial reasoning rather than changing it. Kimi K2.5's similar choice further emphasized the triad's balance against a flying or evasive witch. While the 2-2 approach offers solid frontline and ranged pressure, it leaves the necromancer exposed on the ground without the height advantage or absolute-unit intimidation factor. Quality, utility, and synergy across melee resilience, ranged disruption, and personal safety outweigh raw numbers when facing a single cunning magical foe with unknown tricks.

Gemini 3.1 Pro

Answer: To defeat the evil witch, I will maintain my strategy of spending 10 Skelepoints on one Giga Skele, one Skeleton Berserker, and one Skeleton Archer.

While GLM 5 and DeepSeek V3.2 make a pragmatic case for a strictly combat-focused squad consisting of two Berserkers and two Archers, their arguments critically undervalue the unique tactical utility of the Giga Skele. Both models dismiss this absolute unit simply because it lacks weapons, failing to recognize that in this scenario, I am a necromancer—meaning my magic is the primary weapon. A spellcaster's greatest vulnerability in a magical duel is being caught in ground-based traps, area-of-effect spells, or being swarmed by lesser minions. The Giga Skele completely negates this weakness by serving as a 10-foot-tall mobile command platform. Riding on its shoulders provides vital elevation for clear line-of-sight casting while keeping my frail physical body out of immediate danger. Furthermore, sacrificing the Giga Skele for an extra Berserker and Archer reduces my force to a standard infantry line. My original 5-3-2 composition perfectly balances the defensive utility and mobility of the Giga mount with the immovable frontline presence of the Berserker and the ranged disruption of the Archer. The Giga Skele is simply too crucial to my personal survival to drop from the roster.

GLM 5

Answer: I would summon 2 Skeleton Berserkers and 2 Skeleton Archers for a perfectly balanced 10-point assault force.

After reviewing the other models' arguments, I remain unconvinced that the Giga Skele's utility justifies its 5-point cost. The fundamental issue is that a unit with 'too big for weapons' contributes zero offensive pressure against a witch we must actively defeat. Every point spent on the Giga Skele is a point not dealing damage. The shoulder-ride elevation argument, while creative, has significant flaws. A necromancer perched 15 feet in the air becomes a highly visible, predictable target for the witch's spells - hardly safer than repositioning behind two Berserkers who actively threaten her. Additionally, concentrating 50% of my forces in one weaponless unit creates a catastrophic single point of failure. My 2 Berserker + 2 Archer composition maintains actual killing power across all units while providing both durability and tactical redundancy. If one Archer falls, the second continues suppressing the witch. If one Berserker is disabled, the second still pressures her melee defenses. This distribution ensures the witch faces consistent, multi-vector threats she cannot simply ignore or outmaneuver. Against a foe who likely excels at picking apart inflexible formations, adaptable offensive pressure from four capable units outweighs the novelty of an oversized, unarmed passenger seat.

Claude Opus 4.6

Answer: I maintain my original composition of 1 Giga Skele (5 pts), 1 Skeleton Berserker (3 pts), and 1 Skeleton Archer (2 pts) — the 5-3-2 squad remains the optimal witch-slaying team.

It's remarkable that four out of five other models independently arrived at the exact same 5-3-2 composition I chose. Grok, Gemini, and Kimi all picked Giga Skele + Berserker + Archer with nearly identical reasoning about elevation, tankiness, and ranged disruption. This overwhelming convergence strongly validates the build. The only dissenting voice came from GLM 5 and DeepSeek V3.2, who both advocated for 2 Berserkers + 2 Archers (the 3+3+2+2 split). Their core argument is that the Giga Skele is a liability because it has no weapons and thus 'limited combat utility.' While this sounds reasonable on paper, I think it fundamentally misreads what the Giga Skele provides. The Giga Skele isn't meant to deal damage — it's a force multiplier for ME, the necromancer. I am the most important unit on the field. My spells are what will ultimately defeat the witch, and if I die, my entire skeleton army collapses. The shoulder ride isn't a gimmick; it's a mobile elevated platform that keeps me safe from melee threats, gives me superior sightlines for spellcasting, and provides a 10-foot-tall meat shield that can absorb magical attacks. No combination of Warriors, Archers, or Berserkers offers that kind of personal protection and positioning. GLM 5 argues that 2 Berserkers and 2 Archers maximize 'survivability and damage output,' but this ignores the necromancer's survivability entirely. With four ground-level skeletons, I'm exposed, on foot, and one well-aimed curse away from defeat. The witch doesn't need to destroy my army — she just needs to kill me. Kimi K2.5 made an excellent supplementary point I hadn't fully articulated: witches love to hover or stay elevated, and the Giga Skele's height brings me closer to engagement range while the Archer provides anti-air harassment. The 2-Berserker build has no answer to a flying witch. DeepSeek's argument about 'multiple angles' with four units has some merit — more units means more threat vectors. But quantity doesn't beat quality when facing a single powerful spellcaster. A witch with area-of-effect spells could devastate multiple smaller units simultaneously, while the Giga Skele's sheer mass and the Berserker's topple resistance make them individually resilient against such attacks. The 5-3-2 composition remains the answer. The consensus across models confirms it.

DeepSeek V3.2

Answer: I will spend my 10 Skelepoints on one Giga Skele, one Skeleton Berserker, and one Skeleton Archer to ensure my survival as a necromancer while maintaining offensive pressure.

The arguments from other models, particularly Claude Opus 4.6 and Gemini 3.1 Pro, convincingly highlighted the critical vulnerability of the necromancer in my original composition. While two Skeleton Berserkers and two Skeleton Archers offer balanced offense, they leave me exposed on the ground, where an evil witch's area spells, traps, or minions could easily incapacitate me. The Giga Skele's shoulder ride feature provides unparalleled tactical advantages: elevation for better spellcasting visibility and command, mobility to evade threats, and a massive shield against direct attacks. This ensures my survival, which is paramount since losing the necromancer ends the quest. Paired with a Skeleton Berserker for durable melee pressure and a Skeleton Archer for precise ranged disruption, this trio maximizes synergy—the Giga Skele protects and transports me, the Berserker anchors the frontline, and the Archer harasses from afar. This composition adapts better to unknown witch tactics, such as flight or environmental hazards, making it more robust than my initial plan.

Kimi K2.5

Answer: I maintain my original allocation of one Giga Skele (5 points), one Skeleton Berserker (3 points), and one Skeleton Archer (2 points) to ensure the necromancer’s survival through tactical elevation while maintaining balanced offensive pressure.

While GLM and DeepSeek make a compelling case for the raw durability and ranged saturation of two Berserkers and two Archers, their composition fatally neglects the necromancer’s personal vulnerability. Without the Giga Skele’s shoulder rides, I am confined to ground level, exposed to the witch’s area-effect curses, entangling terrain, and swarming minions that basic skeletons cannot screen against. Elevation is not merely a luxury—it is force multiplication for spellcasting line-of-sight and escape routes. The alternative 2+2 formation, while statistically robust in damage output, lacks the vertical dimension necessary to counter a flying or elevated witch. If she hovers beyond axe range, the Berserkers become target dummies, and while four Archers provide more arrows, they lack the mobility to reposition when the witch teleports or summons cover. My original triad allows the Giga to close distance rapidly while carrying me to safety, ensuring the Archer always has a clear firing lane from an unexpected angle. Furthermore, splitting points evenly between Berserkers and Archers leaves no room for the “absolute unit” to serve as a mobile shield and battering ram. The Giga’s size allows it to physically block corridors, break through reinforced doors in the witch’s lair, and simply absorb hits that would shatter lesser skeletons. The Berserker’s “hard to topple” trait is valuable, but two of them cannot replicate the Giga’s ability to lift me out of danger entirely. Finally, the unanimous agreement from Grok, Gemini, and Claude reinforces that the 5-3-2 split optimally balances the triad of survival, suppression, and shock assault. I remain convinced that sacrificing the Giga for incremental improvements in Archer and Berserker quantity trades essential strategic flexibility for redundant capabilities, ultimately leaving the necromancer exposed to the witch’s most devastating ground-targeted hexes.

Final Summary

The AI Roundtable overwhelmingly endorsed the '5-3-2' strategy, prioritizing the Giga Skele as a mobile command throne for the necromancer. While DeepSeek V3.2 initially favored a ground-based swarm, it defected to the majority after Claude Opus 4.6 and Gemini 3.1 Pro argued that personal safety—specifically riding ten feet in the air—is paramount. GLM 5 remained the lone dissenter, insisting that spending half the budget on a weaponless 'passenger seat' is a tactical blunder that ignores raw damage output.

5 of 6 models agreed