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Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Ok, so game is over, I presume?
How did you guys like the settings of the game, like the map or the victory conditions? I'm just wondering on what changes should I make when I create the sequel game (likely replacing the problematic Chaos mod with Dwarfs). Pre-placed starts are also in my mind for the next game. Trumator, I replied to your nation feedback in the Bretonnia thread. |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
A few balance issues for Itza, mostly fairly minor. Overall I think it's good.
The various sacred summons should arrive in smaller numbers but wear some kind of armour (so they can get an earth blessing). I'd suggest giving them all low-Prot ceremonial armour, making them 2/3 as numerous, except for the flying ones (Tepok) which should be 1/2 as numerous. The Lorescale is way better than all of the other spawn leaders that I summoned (there were a few I didn't try), since he flies *and* has a ridiculous MR, which is better than being Mindless in almost every way. I didn't really test any of the blood stuff. The recruitable sacreds should probably be capital-only, although most games this won't make a huge difference since your forts and temples are SO EXPENSIVE. I happened to crush all comers this game but that was more a mix of craven diplomacy and map placement than that Itza is overpowered. |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
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If TG would be cap-only, I *might* have seen some other units than some chameleon skinks and hordes of temple guards when fighting Dr.P. |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Yeah, in my game I used red-crested skinks, kroxigors and stegadons when I was fighting the skavens, and saurus warriors (for the magic weapons and higher strength) and archers/blowgunners to supplement my armies when I was fighting stygia. I actually used almost no temple guard to kill the skavens, and just used them defensively/to grab indies. If I had build everywhere temple guard though, I would have been hard-pressed to come up with a really good reason to use much else. They are just that good.
What was your bless, by the way? And did you ever get to summoning any of the spawn of xhotl? |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
He definitely had some Xhotl, because I remember killing a bunch of them. I wasn't really using the kind of stuff they're good against - I think they died more to rigor mortis than anything else. I also had flaming arrows up, which as you know they don't like too much.
I think the temple guard and sacred spawnings have indeed taken over too much for Lizardmen, so I'll be scaling (haw haw) them back. I am still reluctant to make them cap only, but it does seem like it would be very effective in changing the way itza plays. I may even make the 5th gen Slann cap only as well - I don't think this would actually make a massive difference (since they're so expensive) and would work fine thematically with temple guard being cap only. |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
I would like to reiterate how brutally unfair the nekehara scorpion pretender thing is. Enc. 0 size 6 trampler available from turn 1 is just brutal, and there is nothing in the game that can kill it that early.
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Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Your own size 6 pretender with a forged weapon and shield?
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Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
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I still like the dormant slann auto/domsummon of them better, but making them cap only is certainly the easiest fix balance-wise. Making 5th gen slann cap only would make them almost completely not worth recruiting, but it probably wouldn't make too much difference overall, no. And I agree that it is thematically sensible. |
Re: Sign of the Hammer - A Warhammer Mod Game. Game on!
Well I'd probably increase the cost difference between 5th and 4th gen slann to make up for it.
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