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Re: Dud units / monsters / summons
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Re: Dud units / monsters / summons
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Re: Dud units / monsters / summons
Cool. If CB is still a work in progress then I'm happy to stick with that and work on CBM versions of mod nations.
I just noticed I managed to seriously mess up the quoting up there. I'll fix that. By the way I tested the little Bakemono at size 1 and they look just as good in battle if not better. I really think they should be size 1. |
Re: Dud units / monsters / summons
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Re: Dud units / monsters / summons
I completely agree with Juzza.
Also I never use the low attack ambidex axemen by themselves as some people seems to, because if you do they won't hit a thing. Instead I let the enemy fight themselves tired first with a small group of shield maidens whom are excellent at this. These troops will hardly kill anything armored with their low strength and their short sword, but they got excellent defense and wield a shield. After a some rounds I throw in the axes, and as the shield maidens now built up some fatigue on the enemy (10 = -1 to defense) my axemen will have a field day. As a bonus the shield maidens will rarely get hit by the throwing axes. This tactic works quite well against high protection, high defense troops such as knights of this early age. |
Re: Dud units / monsters / summons
Er. I'm just gonna say it. I see an awful lot of people saying an awful lot of units are useless or pointless or hopeless or should be removed, and frankly, these comments are mostly showing that the posters just haven't thought of what these units are good for.
Remove the scout from Marignon because they have a (cough, much more expensive, and far less diplomatic) spy? No! Pale Ones useless and horrible because they have one eye and therefore base attack skill of 8? Uh, fine, meanwhile they let you cheaply conquer the oceans and multiply your income, etc. Flagellants useless? Remember that discussion about how ME Ulm is horrid because they have Morale 10... No, think again. Ahem. |
Re: Dud units / monsters / summons
I don't see people saying 'dud' units should be removed - rather that they should be improved so they aren't useless. The claim that people just haven't found what the units are good for strikes me as pretty daft. There are several units and spells in dom3 that are simply bad.
True I said I thought the flaggies were awful, but admitted I hadn't given them much testing. It's possible that when I used them they were particularly unlucky with their afflictions (crippled, lost an arm or diseased if I remember correctly). I know they were garbage when I used them, which is why I brought them up in the thread. People have disagreed with me and I have changed my position - if many people find them useful I clearly need to give them another go. Which would be the point of this whole thread. As for the scout / spy for marignon, it's not like I'm dead set against marignon having a scout. I just see it as somewhat weird that they'd need one when they have spies. Obviously it's going to weaken the nation by a whopping 0.0000005% not being able to build those scouts, but I think I could live with that. And /much more/ expensive? As for Pale Ones I belive the main objection was that they turn up in Agartha PD where they are useless and are unthematically slaughtered in droves. They also make poor fighters underwater or not. I think you need to cut down on your hyperbole a little. If you disagree you can do it in a constructive non snarky non eyerolling way. |
Re: Dud units / monsters / summons
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Re: Dud units / monsters / summons
I don't think they were into lopping their own arms and legs off, but ok I can see the reasoning.
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Re: Dud units / monsters / summons
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