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September 2nd, 2009, 09:05 AM
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Sergeant
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Join Date: Feb 2007
Location: Northern VA, USA
Posts: 321
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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: - Fire Brand
- Vine Shield
- Wraith Crown
- Bone Armor
- any other SC/Thug gear, such as Boots of Quickness & Antimagic Amulet
A couple of Avatars just smashed a large MA Ermorian army. That said, I'm glad I sent TWO, because a bloody Grand Thaumaturg cast Paralyze on one of my Avatars. But he didn't get both of them....
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December 14th, 2009, 06:37 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
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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.
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December 31st, 2009, 10:00 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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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.
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April 2nd, 2010, 07:43 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Quote:
Originally Posted by Sombre
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.
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Just want to reiterate this. It is literally the only conflict between all the warhammer ma nations and cbm, so if it could be fixed officially, that would be awesome.
Of course it's fixed in the warhammer ma compilation.
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March 9th, 2011, 11:00 AM
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Corporal
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Join Date: Sep 2010
Posts: 66
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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
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December 31st, 2009, 04:05 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
lol, better than the divine flail heavy cavs you could have before 
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January 16th, 2010, 12:18 AM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
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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
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February 20th, 2011, 08:17 AM
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Private
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Join Date: Sep 2010
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Quote:
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.
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You also need to remove the scorpion hero. (Or make him a summon) It is the same enc 0 trampler, but holy and priest. It won't have awe but regenerates without research after self-buffing and can get heroic abilities.
I got lucky in SP and got it on turn 1. Thats an autowin.
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March 9th, 2011, 11:45 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Nation - Tomb Kings - v1.03 released (March 2009)!
Do you mean the thread name or the .dm file name?
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March 9th, 2011, 07:18 PM
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Corporal
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Join Date: Sep 2010
Posts: 66
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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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