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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Losing paths on them is quite painful. Weakened tomb kings can be very difficult to use effectively. This is part of why we need a tomb kings guide :P
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
A suggestion for the Ushabti Avatars- I think it would be nice if at least 2 of their non-sorcery randoms were linked. I just summoned my first in Tourmaline, and he was pretty underwhelming, 1F1A1E3D. While I will try to put him to good use, its not like I don't get those regularly from my kings. A 2 in A especially would have been a real godsend. I recognize that I was mostly just unlucky, but it still left me wishing I had my E gems back. I just feel that for 35 E and ench 8 you should really get something with a bang.
@ rdonj- I might post a bit of a guide after this game if I get anywhere, but I don't pretend that I've really had any major brainstorms. |
Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Even if the avatar didn't get amazingly good paths, it's still quite usable as an SC. Though ushabti avatars do annoyingly have the does not heal tag, making it somewhat problematic to use them.
Go for it :) Like I've said before, some of the randoms on tomb kings are just so random it's hard to decide what to do with them. It seems to me like they are either thugs, forgers, or army buffers depending on their paths. Sorcerers and high priests can handle just about all the battle magic you really need. |
Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Okay, having now summoned at least a few avatars, I am definitely coming down on the side of saying they at least need some adjustment. Every single one of them save one B3 one has been inferior to my TKs in paths, if not in stats. While I will most likely continue to summon them, I think that serious consideration should be put toward consolidating the randoms. While the spread out randoms are not so bad for the TKs, when it comes to what is billed as a national SC, it becomes increasingly aggravating. 35 E gems and researching to ench 8 is a pretty substantial investment, and feel that it wouldn't be that much of a killer to expect a little more oomph.
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Ushabti Avatars are SCs. As long as they have enough magic for a few buffs (Summon Earthpower, Fire Shield, and Resist Magic are a few of my favorites), then they have what they need. As an added bonus, the Avatars with Blood Magic are an effective (and expensive) way to diversify with a little bit of Blood. Blood Stones, anyone?
I have found the following gear to be very useful on my Avatars:
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
The gilded scorpion is really OP as a pretender chassis.
Stats: E1D2 Dom2 Fear+0+D Trample UD Lifeless PR100 CR100 Str/att/def 20/14/10 Prot 19 Enc 0 NewPath 40 150 pts. First of all, I'm not sure its possible to balace an Enc. 0 trampler available turn 1. You can attack blind with it at no risk. Barbs? Knights? No problems. Its got great morale and MR because its a pretender. It has great protection. It has decent-good att/def stats. And there is almost nothing (stellar cascades at evo 5) you can do to give it fatigue. The thing is literally 'kill the first player you meet' good, no matter who they are, at least for MA. Compare to a Cyclops, it has slightly less protection (2 less once you factor out E magic), same hp, lower strength (irrelevant, you're trampling), slightly better net att/def, 2 paths instead of 1, lower new path cost, **Enc. 0**, trample, CR+PR, and doesn't need to be handed a weapon like the cyclops does. And its only 25 points more. Its at least 125 points better. The thing is more powerful than a gorgon because it has no weaknesses. The only other potential Enc. 0 size 6 trampler at game start is a colossal fetish with Boots of the Behemoth. It has one path to start, no fear, only AP4 (matters a lot for trample), and bad att/def stats (7/6). And it requires a gem investment to give it trample. Otherwise we're talking lots of enchantment research and some gems to get them - long enough that counters exist. |
Re: Nation - Tomb Kings - v1.03 released (March 2009)!
There's a weapon conflict between this mod and CBM 1.6
They share the 708 slot currently. This would be best fixed by moving the asp bow to 699 which is pretty free as far as MA nations go. |
Re: Nation - Tomb Kings - v1.03 released (March 2009)!
lol, better than the divine flail heavy cavs you could have before :D
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
I've written a guide for this nation, comments and such would be appreciated, and it might be worth linking to in the OP of this thread.
http://forum.shrapnelgames.com/showthread.php?t=44687 |
Re: Nation - Tomb Kings - v1.03 released (March 2009)!
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Of course it's fixed in the warhammer ma compilation. |
Re: Nation - Tomb Kings - v1.03 released (March 2009)!
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I got lucky in SP and got it on turn 1. Thats an autowin. |
Re: Nation - Tomb Kings - v1.03 released (March 2009)!
A very minor request, but most of the other mods based on the warhammer universe are named Warhammer ArmyName, which makes them easy to find as a group.
Any chance of this one following suit? Ragnoff |
Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Do you mean the thread name or the .dm file name?
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
the dm file and folder in the mod directory, now that I think of it it is not that big of a deal, but I spent a while one time trying to figure out where the Warhammer - Dwarfs went! downloaded that sucker 3 times before I realized it was just called Dwarfs :(
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
As a new warhammer army book for Tomb Kings is coming this month, is there a plan to use it as inspirations for expending this mod ?
Among the new units : - Ushabtis with great bows (expensives and few in numbers, but with enough strength to kill an armored knight) - Bone giant has with one version having a massive bow of the sands (think "moving ballista") - hierotitan : a sacred construct boosting lich-priests nearby, and with its own bound spells (ray of sacred light, or soul slaying death spell) - war sphinx, used as a mount for a King or 4 Tomb gards, will trample lesser infantry - Necrosphinx, flying dispenser of death, a killer of monsters - stalkers: serpent like constructs with a death gaze that transform their target into sand if not fast enough - sepulcher knights: elite tomb gards mounted on cobra-like constructs - new character: necrotect, repearing nearby constructs (small healing spell that target only lifeless being if it is possible ?), and giving their unit hatred (some king of onebattlespell giving a bonus to attack maybe ?) |
Re: Nation - Tomb Kings - v1.03 released (March 2009)!
yummy :)
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
I think the asp bows are MR and not PR. My own undead PR troops got poisoned.
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Wow, that's a bug. Well spotted.
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Also most of the undead priests cannot go underwater. While the one commander without magic and the mage can. A bit odd. (most troops can go underwater, except the watcher and the chariots).
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Yeah, that's deliberate. The mummified units can't go in the water (it would get very yucky).
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
A bit of a thread necro (ironic?), but after playing a few games with Tomb Kings I have to say I love them.
Just something random, but the flavor text for the Watchers says that they spend their time "...spotting any treasure hunters far off, moving silently silently through the necropoli, and killing without warning". That sounds like they should have a patrol bonus and/or stealth. Right now their main purpose seems to be as thug killers, or expensive light infantry, but I could see them getting a lot more use if they had either of the above abilities. Patrollers for hunting down those that would defile the sanctity of the tombs, and/or sneaky ambush squads to jump out of the shadows on commanders and small squads who dare venture into the dead cities. Though with no stealthy commanders, you would need to put a crown on a scout of the like to move them stealthily - which may be a good limiter on their effectiveness. |
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