Re: Mod thread- WH hordes of chaos
I've been trying to playtest your mod,but the rapid progression of your work has not made it easy.( I tested with a 4F/4W/4S/4D/4B pretender, with prod 3 and growth 1)
Has they are now they're maybe the most powerfull army around, because an elite army with 2/3/4 F mages,before phoenix power,is absolutely deadly.As it is, their only weakness is the low MR of these guys.
I would suggest lowering the ressource cost of the marauders, or to give them some 30/40 admin forts, so that I don't end up with chaos warriors only (they cost twice as much in resource, but they make up their cost every day). I also had some minor recruitment pbm.(very minor)
As for the gold cost, abysian heavy infantry is 20 gold, and wouldn't hold the line for ten seconds against these brutes. I suggest putting the base cost of chaos warriors to 30, and see how it fits.(and raise the cost of latter units accordingly, all of them are gorgeously powerfull)
The basic mage is worthless, the exalted one is a pure machine of destruction.(upkeep :150 basic/125 exalted : I wouldn't see a superior chaos mage costing less than his apprentice)
As for the test, I've made an early war with arcos and burned them to cinders. I lost several chaos warriors to my own artillery. As I've some mages with F4, I'll recruit some indep archers, so as to flame arrow them...
As for the summons, I ve only had time for two of them : portepeste : 5D gems for 20 of them : really nice with a nurgle army, so you can poison them before they get burned (great combo possibility with bog beasts).To the opposite I found the discs of tzeentch : 10 gems for 10 : useless, even caelian archers would fit better in a melee, but they don't cost gems!
Great and speedy work on this mod ! Keep going, and you'll have the undisputed honor to finish the 13 other nation mods (with their UPP).
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10 times more numerous, by nigth and backstabbing.
Senior member of the GLIN !
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