Re: Djinnibad - Nomads and Genies
			 
             
			
		
		
		
		troop 
no magic 
 
I think immunity to cold isn't the same as immunity to water and I don't think it really fits with the Sandworm 
same for poison I'd sooner make it poison resistant (I actually will I think) 
 
I notice that if it has trample it won't use it's awesome attack (which btw doens't target itself since it's 2x a AOE 1 attack I think 
 
I wanted to keep the VERY high damage on devour since it could then kill large (size 6 creatures)..  
I'll just remove trample though since sandworms actually just devour.. they don't really trample at all. 
 
I want a nice balance for a strong troop (no magic, and only 2 (or 3 if you insist) item slots it he gets GoR  
 
I actually think stealth does apply since if they are deep they can't be found IMHO... 
I also think a burrowing unit would really be able t do the same things a flying unit can I would just like it to not have the flying symbol show up. 
 
I would love to hear if size 7 is possible though 
		
	
		
		
		
		
		
		
			
				__________________ 
				Want a blend of  fantasy and  sci-fi? Try the total conversion   Dominions 3000  mod  with a new and fully modded solar system map. 
Dragons wanted? Try the  Dragons, Magic Incarnate nation. 
New and different undead nation? Try  Souls of Shiar. Including new powerfull holy magic. 
In for a whole new sort of game? Then try my scenario map   Gang Wars.
			  
		
		
		
		
		
		
	
		
		
	
	
	 |