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Re: Conceptual Balance Mod 1.6
I see quite a bit of Chris's analysis that points to the templar discussion. We've been hashing out ideas on the ghouls in IRC today.
I guess to put it simply, I'd like the templars to cost less gold to fit with the competition for sacred cavalry. I strongly agree that the low MR is thematic and fits. If the templars cost less gold it would provide another strategic option, neither the best nor worst, just another one. |
Re: Conceptual Balance Mod 1.6
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The problem, of course, is having them get eaten by the opposing prophet (or other H3 priests if they have them) while they are stymying the sacreds. The ghoul guardians might survive smite-spam, but they just keel over and die when anything with plausible offense gets near them. Quote:
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Neutral production scales with *turmoil 3* and *cold 3* found me definitively resource limited. Ulm's troops individually take a lot of resources and not much gold with the exception of Templars, who take a lot of both. Quote:
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Re: Conceptual Balance Mod 1.6
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More or less you have units with good protection, good precision or strength, good hit points. Your weakness is mobility and magic resistance. So unit for unit your units compare well in straight out combat against other nations. Quote:
I also like to take an awake or dormant pretender at the worst to take care of the holes in magic paths, act as a deterrent to rushes, and to start using my forge bonus as fast as possible. Finally, you decried the ghouls defense adn mobility. Once you're going to get hit (def 6) the point is don't try to compensate for it. Either boost their protection up (legions of steel) or get them berserking - find a shaman. 19 protection isn't great?? huh? Barkskin em, or whatever and most usual troops will take 2-3 hits to kill em. Whereas the converse is not true. |
Re: Conceptual Balance Mod 1.6
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Re: Conceptual Balance Mod 1.6
I got his point. I just don't agree with it.
You *shouldn't* be building black templars significantly, let alone exclusively. For example, EA-Ermor has some of the cheapest, most cost effective cav in the game. I *still* don't buy them. Early game you want cost effective expansion. Ermors roti's, and lixard auxiliaries and other troops are much more cost effective. Likewise for Ulm, except in a handful of niches - black templars aren't it. If you try to expand using a round peg to drive a square hole - yes, you will be limited. Villains, rangers, and various footmen are much more cost effective. Generally ulm units cost a few gp more than other nations. So I stand by my comments that you need $$ for units, and cannot envision a setup where turmoil-3 works. |
Re: Conceptual Balance Mod 1.6
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So yeah, you can say its his high cost that is a real problem. Make him much cheaper, and he will be terribly overpowered though. With Awe, Allfather can solo indies on turn 3 (with an earthen kite shield). Having a stealthy, awake SC-God which also diversifies you into death and, I dont know, astral may be a bit too much. |
Re: Conceptual Balance Mod 1.6
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I expanded using my starting army + a couple templars(!) for the weak indies and second tier mages casting call horror+retreat with indy scouts following to capture for the moderate to hard ones. Lots of micro but worked like a charm. Extra bonus is that after initial expansion you already have those mages sprinkled out to blood hunt. |
Re: Conceptual Balance Mod 1.6
It wasn't i was limited on templars by resources, i was limited on *any* troops by resources. With adjacent mountains.
Ulm's troops take so many resources its hard to imagine them being *gold* limited no matter what you do to your scales (except maybe take sloth 3, which sounds like a terrible idea). Also, since 4 Black Templars + a Black Priest make a great expansion party that doesn't take losses, and you can combine these into larger parties when you need to, Black Templars would seem to be ideal for 'efficient expansion' - especially since your infantry do take losses and are less effective against things like HC (which are common in LA). |
Re: Conceptual Balance Mod 1.6
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I mean, I confess, you can just play the Allfather. You have to basically give up on all your national units, but you'll get an allfather worth caring about. Of course, you'll lose since the only thing you have going for you is the Allfather, but you can do it. The ability to solo indies on turn 3 is actually rather pathetic for a titan chassis. Most Titans can do it on turn 2, at least if they're sufficiently careful about who they attack. (I imagine he can too. But he's not as good at it as say, the Wyrm at 1/3 his cost). ------------- Because, you know, taking a cheap SC pretender like the 25pt Asynja, and paying 50points each for new paths would also get you Astral and Death and *still* be cheaper than the Allfather... And did I mention she has better stats and equipment like a *chainmail of displacement* to start with, so she can be SCing from turn 2? And a boot slot to slap some Boots of Flying in? And because, you know, Vanheim does get D1 randoms I'm reasonably sure. Or can just gain access to death via blood summons. So access to death is not exciting. So we can just save another 50 points and skip death on the pretender. |
Re: Conceptual Balance Mod 1.6
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First off, I didnt take Astral. I just took A3D4, domain 10. When I mentioned Astral, I meant that if you make Allfather cheaper, it will be possible to take some other endgame path as well, and that may be too much. My scales were Order 3, Misfortune 2, Sloth 1, Cold 3 and Magic 1. Pretty decent. Vanheim doesnt require 'nontrivial' amount of resources by the way. Skinshifters are just 7 resources each, and they form the bulk of Vanheim's armies. Vanheim has high air and earth, they have blood hunters - and with such Allfather you also have D4, which is enough to summon demiliches etc. The only thing I really missed was an earth bless for Vanjarl thugs. And, of course, Astral. If you dont mind, I will discard your concern about Astral Allfather being vulnerable to magic duels. Allfather picks his fights - he is stealthy, and he can teleport. D1 is tooooooo slow to get into death magic soon enough, by the way. Its enough, sure, but its really slow. Allfather can conquer an indie province (nearly any indie province, including heavy cavalry) and search it, rinse and repeat. Once you have some death income, your D1 dwarfs can start casting dark knowledge. A boot slot is also something you wont miss. Because, you see, Allfather has his boots of flying built-in. So all in all, Allfather is decent. Not great, but decent. Make him much cheaper, and he might get too strong. Maybe he should cost about ~100 points instead of 150 though. |
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