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Old March 23rd, 2008, 11:24 AM

Shovah32 Shovah32 is offline
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Default Re: Ogre Kingdoms 0.6 released

Just so that you know, I'm in love with ScrapLaunchers.
When I have enough to kill fairly large groups of tower shield holding, plate hauberk wearing abysian infantry is that too many? c:

Thanks for all the great work Sombre. And I'm glad pitfighters got a slightly higher cost - they are crazy with a decent bless. N9? That gives them 5 regeneration a turn and +6 berserk. +6. When they go berserk that's 3 attacks each at attack 17(16 for the smash) and strength 22, with their attacks doing damage: 27, 27, 21 respectively.
I've had single berserk pitfighters take out entire squares of enemies in a single turn - almost no regular troops will stand up to them on a square-by-square basis.
Throw in Bullgorger and maybe bloodgruel and the only thing that has any chance of stopping these guys is something that targets their MR.
One of my favourite things about these guys? They can make use of any bless. Okay, unless you're taking it to level 9 and combining it with bloodgruel to fight a blood nation air might be a bit useless, but even death/blood blesses help these guys(death: kills SCs. blood: kills everything).

The best part? ScrapLaunchers work perfectly with these guys. Sure, the pitfighters don't need much help killing things, but what do they need? Yes, they need incredibly inaccurate, low damage friendly fire that will send them berserk before battle so that their regeneration can kick in and heal them back up while they prance around tougher than fully armoured knights.

Slave Giants are absolute beasts. Incredibly vunerable(my prophet with his N9 bless being slightly less so) compared to alot of ogre units, but absolutely devastating. They are a little too expensive/vunerable to risk against any decently damaging chaff, but if you let these guys get near the enemy elites then there's a pretty good chance that your enemy will cry while watching the battle replay. That is a good thing.
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