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Re: Warhammer Dwarfs, version 0.7
Your commanders are your siege machines. All your noncaster commanders should have at least Piercers, more likely Ethereal Crossbows or Thunder Bows.
Wow, I just realized that the Rune spells are 0-fatigue. Those anvils can keep on casting forever. Oh, by the way, Grudgestone might do with going down to Evo-2. Frankly, most of your Earth casters have better things to be doing anyways(Legions of Steel comes to mind, as do Earth Might and Earth Meld) and people are going to get level 2 anyways for Arcane Probing. |
Re: Warhammer Dwarfs, version 0.7
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There really isn't anything intresting about a nation that is always hunched back to end of the battlefield with troops at "Guard Commander" in every battle. Thematic, sure. Boring as hell? Heck yes. Quote:
But like you said, they are pretty wicked as they are. You kinda got me on the air items (although Winged Shoes do not give mapmove 3, they just give mapmove +1), but as far as I know there is no forgeable item that gives 3 formiable melee troops with accurate AN+ignore-shield lighting damage to range 30. Thunderers are powerful, are easily accessible and do not cost a lot of mage time. They are fine as they are. I'll probably give the Flamethrowers a bit more ammo though. Added to fix-list. Quote:
You have a point about the odd 50% random, I'll beef it up to 100% for v0.8, added to fix list. Quote:
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Re: Warhammer Dwarfs, version 0.7
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And again, I'd like to stress how much I enjoy the mod, it's great fun and looks wonderful. |
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Hurri --> Hurry Thorri --> Sorry ...and since it apparently requires explanation even to notice, I definitely wouldn't change any of them. |
Re: Warhammer Dwarfs, version 0.7
I still get the dwarf engineer sprite 2 error.
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Re: Warhammer Dwarfs, version 0.7
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And troops really have less use, but you have some nice specialist units to throw a unpreprepared opponent off. Arbalests hit for 16ap damage, meaning that they can consistently do damage to prot 30 units! Hammers/Slayers are basically immune to awe & fear and hammers hit with magic damage and high attack value, which allows them occasionally to overwhelm thugs. Ironbreakers can be easily buffed to be elemental-immune with "ward spells" and beefed to mr 19 and prot 26 (even more with army of lead/gold). Where is your god now? Sure, those things have counters, but my point is that your troops are really nice templates to get a lot of mileage out of battlefield buffs and thus have solid late game uses. Quote:
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The more you know... Quote:
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The attack is super-effective! (roll: 100d6=126) BURNSABER takes 126 damage! BURNSABER is stunned! (sorry, I'm pretty computer illeterate) Quote:
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(Apparently I forgot to mention that on the first page. Fixed now, thought) |
Re: Warhammer Dwarfs, version 0.7
Dwarf kings would be nice recruit-anywhere, but they really would have to be more expensive/somehow worse if so. Slayers would still be your anti-SC(with some King support for the brutal Cursed Luck). If Kings were 150 gold base, Journeymen Runesmiths would be more efficient researchers no matter the scales--and better thugs, besides. Being able to cast Invulnerability goes a long way. If you were planning on just doing Fire Brand/Shield of Gleaming Gold, you'd go with Slayers(for the luck) or Runesmiths(for the 30 prot/reinvig). Clan Kings are used with their default weapon(and shapechanged for defense) for the Cursed Luck. Otherwise it's just not worth it(excluding the possibility of a high bless).
It gives you a bit more flexibility, which is nice. Now I have to try like an E9N4 blessed thug strategy and see how it works(it won't). |
Re: Warhammer Dwarfs, version 0.7
I've still not really had a chance to play the mod, but I was wondering... any chance dwarves could have higher parry on their shields? Being shorter than normal, I would think that their shields would cover proportionally more of their body than the same shield used by a human. So it might make sense to have their shields have a little more parry. It also seems slightly strange that shields are the one piece of armor that the dwarves don't really do well (aside from runic wards). Four parry shields everywhere leaves them strangely vulnerable to arrows. Anyway it's not a big deal, just seemed a bit odd to me.
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Re: Warhammer Dwarfs, version 0.7
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That's one reason I'm not really worried about dwarfs being weak in MP. You can, if you so choose, absolutely decimate thugs /(SC's even, with more effort). The PD only needs minimal support to really shine vs thugs. Your PD is composed of high morale troops (suck it awe/fear!) with good damage output and because of crossbow/arbalests, air shield is a necessity. You are really not rushable by awake SC's (because one hit by a King will just decimate them) and your capital pd can stop many rush-types with minimal support. When you take into account the absolutely monstereous defence values of some of your castles, it won't take much effort to survive to the mid-game. E9N4 bless should really work out for Runeguards (at least for expansion). They would be pretty much indestructible and they have okay damage output. Quote:
Opposing crossbows and flaming projectiles are slightly more problematic, but hey, it wouldn't be really fair if they were immune to everything, would it? |
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