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December 15th, 2009, 01:37 PM
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Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”
While Chris raises good points, I think he's underestimating how utterly horrid your troops are. Sneaking is cool... except for the fact that 10 pd of pretty much anyone requires you have an army of 30+ guys, not easy to sneak around. Skavenslaves are pretty good at what they do, but MM1 is a killer. I like his bless ideas, except for B9. Cave forts, while thematic and providing killer defense, are expensive and time consuming beyond belief, not really fitting a bunch of rats IMO. Were I to play again, I would probably go Const and Conj to get some thugs and warpfire/lightning throwers out quickly.
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December 15th, 2009, 01:44 PM
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Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”
Yes, I agree about the forts, I hinted at it but didn't say it explicily.
Skaven need *cheap* forts that are utterly disposable. Dark Citadels seem appropriate.. I'd also start them in a great city. Seems appropriate that they would originate in places of teeming life. Plus it gives a startup bonus on resources to crank out some of your albinos etc.
Last edited by chrispedersen; December 15th, 2009 at 01:51 PM..
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December 15th, 2009, 02:44 PM
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Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”
Quote:
Originally Posted by chrispedersen
Skaven need *cheap* forts that are utterly disposable. Dark Citadels seem appropriate.. I'd also start them in a great city. Seems appropriate that they would originate in places of teeming life. Plus it gives a startup bonus on resources to crank out some of your albinos etc.
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Er...Dark Citadels cost 1200 gold and take 5 turns to build...not what I'd call cheap and utterly disposable. Only the various "City" type forts are more expensive.
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December 15th, 2009, 03:21 PM
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Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”
Skavens are pretty great at magic, and have rather nice summons. Most of their recruitable troops are pretty horrid though, with their low morale.
I think their national blood summons are pretty good as chaff, and are quite cheap too. The rat ogres could use a boost. They just don't quite feel like giant muscular rats ripping through enemy lines, since even brettonian peasants can kill them at the moment without too many casualties.
The costructs are useful, and have their uses.
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December 15th, 2009, 03:53 PM
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Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”
A special site would be really cool. Is it possible to mod it? Maybe via an event?
Chris, I'm not sure a Blood or Water bless would be that useful.
Blood is crap, they don't need the strength and B9 is overexpensive. As for water, the censer bearers may be the worst sacreds for it since they've got abysmal defense and their poison cloud doesn't scale with attack or quickness it seems.
I wouldn't state again what I already described at length in my guide but overall their early game is tough if you don't play it well due to under average troops. Their late game is golden.
imho
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December 16th, 2009, 03:58 AM
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Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”
Quote:
Originally Posted by Stavis_L
Quote:
Originally Posted by chrispedersen
Skaven need *cheap* forts that are utterly disposable. Dark Citadels seem appropriate.. I'd also start them in a great city. Seems appropriate that they would originate in places of teeming life. Plus it gives a startup bonus on resources to crank out some of your albinos etc.
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Er...Dark Citadels cost 1200 gold and take 5 turns to build...not what I'd call cheap and utterly disposable. Only the various "City" type forts are more expensive.
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Er we're both wrong, they're 1000/4 - and I meant Ermorian castles.
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December 16th, 2009, 09:40 AM
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Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”
Quote:
Originally Posted by chrispedersen
Quote:
Originally Posted by Stavis_L
Quote:
Originally Posted by chrispedersen
Skaven need *cheap* forts that are utterly disposable. Dark Citadels seem appropriate.. I'd also start them in a great city. Seems appropriate that they would originate in places of teeming life. Plus it gives a startup bonus on resources to crank out some of your albinos etc.
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Er...Dark Citadels cost 1200 gold and take 5 turns to build...not what I'd call cheap and utterly disposable. Only the various "City" type forts are more expensive.
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Er we're both wrong, they're 1000/4 - and I meant Ermorian castles.
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Hrm...did you check in-game? I was referencing Edi's spreadsheet, where both types of Dark Citadels (the land and water versions) are listed as 1200/5. If you can confirm we should post in Edi's database thread as a typo correction.
As far as disposable fortresses, perhaps the "Dead City" castle (listed in Edi's db as 800 gold, 3 turns, 10 admin, 100 supply and 200 defense) would be both thematic and suit your gameplay goals. Using something with the "Ermorian" tag that's not Ermor or even Ermor related seems less desirable.
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December 15th, 2009, 04:37 PM
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Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”
W9 is actually rather good since your censer bearers hit so hard, and you'll get two poison clouds.
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December 15th, 2009, 05:23 PM
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Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”
Are you sure? I was under the assumption that the poison clouds couldn't stack...
That would be great.
If so, I guess you should go for N6 at least unless you want to see your censers drop like flies from your clouds.
They already take 1-2 dmg/turn as it is, I can't imagine them surviving it without a good regen. I shall test it though
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December 16th, 2009, 04:12 AM
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Re: Strategy guide for the Skaven mod by Sombre “Die manthings die!”
Quote:
Originally Posted by Kheldron
Are you sure? I was under the assumption that the poison clouds couldn't stack...
That would be great.
If so, I guess you should go for N6 at least unless you want to see your censers drop like flies from your clouds.
They already take 1-2 dmg/turn as it is, I can't imagine them surviving it without a good regen. I shall test it though
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I had no problem expanding with either of the pretenders designs I mentioned.
However, after playing a bit more, I also like..
W9d4n6 D7 ish frost father. With or without Air/blood.
Anyone that doesn't take a w bless with these guys is just nuts.
1. Two flavors of sacreds. Both with big weapons. These guys hit *hard*.
2. You are going to get tore up by missile fire. Close. ASAP.
Water helps you do this.
If you go with the Air Bless, you can let your sacreds act as archer decoys. It does WORLDS for skaven survival.
3. Censers have a secondary effect. Bite has a secondary affect. Death blessing *seems* (vfb should check this) to increase the afflictoin chances of both hit and secondary effect.
4. I've been playing with kind of quirky build as well.
D9 or F9.
When blesses, it replaces poison secondary effect.
When NOT blessed, you have billowing clouds of poison.
Wierdly, I'm still getting *some* poison clouds, even with a divine blessing.....
Still, someday I'd like to try to use something like this in a mod.
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