A few things to quickly respond to:
Once again... all you proved was power over turns... nothing more
The point isn't that Jillian can't make any decisions, it's that decisions she would normally take are made by her alliance leader. It will come off as completely absurd if Jillian can secretly add another side to her/their forces, and sneak them in without telling anyone. It seems like an allied side if she's not paying them too, and Charlie giving money to pay them is little different (also, if they are her forces, she can just disband them at will, making them pretty useless to Charlie). This isn't meant to be a decisive point of logic (though some others which I will get to are), but it refutes the claims you were making earlier that alliances don't affect your decision making ability. They do.
just as Ansom could not tell instinctively that he was loosing siege units, the RCC leader would not instinctively know Jillian was adding units to her own forces
Not in the same hex. Completely different. If he was in the same hex, assumedly he could look over and see the points and health of his units was vanishing, and realise they were dead (though not sure if siege, being equipment, has points, etc)
Jillian's forces are only useful if they are in the garrison... anywhere else and they can be avoided
No, they can be useful in a number of places, I've explained why already. But I'm getting tired of continually engaging you on a point that isn't terribly relevant, and was a side issue to begin with since you've conceded they share turns.
You're comparing it to thinkamancy message? seriously?
how about comparing it to dittomancy which can quadruple the number of arrows you fire, double bonus, special, and even duplicate surviving units?
Tell me, how useful is the ability to teleport a small army a few hexes on a normally? Sure the masterclass mancer can teleport a small army of archons, but she might be limited to only moving them a few hexes... how often would moving a small army only a few hexes be useful? Normally moving them so few spaces would be pretty useless as you might aswell wait for the next turn and move them normally... no the primary usefulness of teleporting comes from teleporting a few units over a very long distance, such as getting a chief warlord or a caster from one battlefield to another (if you can't set up a rely system)... only reason Jillian finds use in teleporting many units over a few hex's is because she was not able to bring them into the hex with her from the begining because she wanted to set up an unforeseeable ambush... really it's less like this is a broken mechanic and more like charlie and jillian are exploiting a normally useless ability (teleporting many troops over a very short distance)
and teleporting uses no move so it does not violate the rule... that's why its called teleporting... that is the very nature of the magic and i am certain other turn based games have had it.
A few things here, in what is a thunderously absurd post.
a) We don't know what duplicate surviving units means... does it mean you double the chances they survive a battle, does it mean you physically create a double? Does it mean something else. So far all we have seen it do is quadruple arrows nearby the caster. I assume you raise this as an example of gamebreaking moves available (it's unclear because I never suggested thinkmancy was gamebreaking, quite the reverse), but there's nothing gamebreaking we've seen so far from a force multiplier (that's the basis of most casters here), particularly one which so far only has been used on arrows.
b) The reason for thinkmancy being brought up by me, was because you had claimed that it was an example of magic being applied during another persons turn. I noted that defensive magic in your own hex wasn't really much different to self defence, and that thinkmancy being able to work outside hex borders wasn't gamebreaking (in fact, without the ability to work across hexes on someone elses turn, it would be pretty useless). I don't claim there is some conceptual rule that prevents teleporting working like that, merely that if a caster can do that on their lonesome then it breaks the game. I'll explain why right now:
If you can teleport an army into another person's hex during their turn
then even if you can only do it from a few hexes away, the turn system is basically meaningless... because movement is only limited when you are in a hex with another side
. By this logic Side A can transport an army from Unaroyal to GK in a turn using a relay, end turn several hexes away when the other side just finds out you're there and has to start gathering their forces, and then just teleport that army the remaining few hexes on their turn
without giving them the ability to move any forces, or respond to what you've done in any way. It's impossible to defend against a move like this. Not to mention all the ways it would make it impossible to defend passes, or plan tactically on a battlefield. It forces every side to retreat to their capital with all their forces, and wait for an attack, which will come with no warning (if you spread out, they'll just circumvent your forces with a teleport, ridiculous). That's fine if you're GK, and have no cities left like in book 1, but it renders every other strategy useless (especially in a world where the enemy will disband if you kill their ruler). Clearly, this sort of "defend the capital only" plan will be useless as the other side keeps taking cities, and becomes more wealthy.