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Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
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Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
Squirrel, your lack of extensive gameplay experience is showing. The purpose of a beta test is to determine the approximate strengths of a nation in toto. Stegadons may be able to prevail against weak indies, but big deal. It is much harder to get a critical mass of tramplers with them for dealing against any serious threat; let alone their profound limitations against operating in any cold dominion. They are great meatshields, is all.
1 gp scouts for a nation w/ 1400 gp castles is a balance concern - for Itza The slan themselves are extremely expensive, only have two slots, and have a very high encumbrance. They seem appropriately balanced to me, at first pass. Magic weapons per se are not a very important attribute. I don't know who said what about TNN, but either you are mis-remembering what they said, or they don't know what they're talking about. All magic weapons for troops do is make them good counters to ethereality, which is not really a common type of troop. Caelum has magic weapons; rarely have I given a whit. This is a playtest game. Just play for fun :) |
Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
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I view less options for your enemy as meaning they are easier to predict, and therefore easier to defeat. Everyone has different tastes of course, but I would feel a lot safer neighbouring for example, an Elephant nation, if I knew I had magic weapons on hand. Edit: Quote:
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Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
heh :)
10% to the value of an infantry unit... that sounds about right. No more than that, though. |
Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
We need another four pretenders... any day now... :)
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Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
Sorry about my not submitting a pretender yet - I am swamped with work. I came home at 6 today and worked another 4 hours unpaid just to try and make some headway on the stuff they're giving me.
We're launching a site tomorrow and I think everyone is under the heel. Anyway, I'm sure this'll start this weekend. |
Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
We are missing just two pretenders now. If they don't show their faces at the waiting hall by today evening, I'll contact the players with a PM.
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Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
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Also, I have automatic start set off, just in case, so the game won't start immediately after all pretenders are in. On other news, archaeolept agreed to admin the second WH game. He'll start it when he sees that the time is ripe. |
Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
oh yeah i'll probably throw up a thread next week, after this game get's going.
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Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!
Just to let people know I should have the pretender in tonight. Sorry for the delay.
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