Re: Warhammer Nation: Lizardmen - Beta released
Thanks for your very positive feedback llama. Let me address some of the points you raised.
Skink Priests: As you said, they are largely there to act as noncasting slaves for the Slann. They also perform minor duties that are beneath the slann, such as raising temples/labs, astral site searching, magic dueling, blessing sacred raiders, researching etc. As such they are absolutely essential to the every day running of the nation. So there's part of me that's tempted to just say "Tough, Skink Priests aren't there to cast battle spells, especially if there's a Slann present." But it isn't entirely true. They actually can be used relatively easily in a reverse communion - just make sure you don't use one of those Slann you recruited at the start of the game - recruit one specifically for the purpose of the reverse communion with the priests (I believe this is a sure fire way of getting them to come before him in the order of battle, correct me if I'm wrong). They will then be able to spam mind burn, paralyze, lightning bolt or whatever.
I'd actually say the reverse communion is the quirk rather than the master and noncasting slave one, which is what I intended. But I'm happy with both working for the Slann. I would consider the fact that the Slann are scarce and are essentially your only battle-mages to be a key weakness of the nation. I didn't intend skinks to commune with each other (though they can be used by Sotek, you're right),... I wonder what would happen if you just scripted a skink to cast communion master? Perhaps he would cease being a slave and become master of the other skinks.
"it would add a nice alternative to using Slann" - you aren't supposed to have an alternative ;P
Skirmisher: Javs do more damage and are boosted by something like strength of giants. But most importantly the skink skirmishers have shields - for an army like lizards this makes them a prime choice against crossbows, composite bows, javs, stuff that is going to hurt saurus pretty bad.
Skink archers: Basically they just have much longer range. I'm thinking of giving them more ammo too. Also,.. though I'm not sure, I think they benefit from flaming arrows while blowpipes do not.
Skink (blowpipes): You're right. I'll up the precision and decrease damage. They are already quite accurate though, as prec 10 at the ranges they can fire at means they rarely miss. My reasoning to have them ignore shields is more of a gameplay thing - it gives them a role as the killers of the shielded skirmish troops. They can't do jack against anything with armour though, which makes sense to me.
Chameleon Skinks: I may make them cheaper. They are expensive because they are a special unit with absurd stealth (40) and because I consider poison missile weapons to be buggy (and overpowered). I'll have to give the chameleon scout leader 10 if I haven't so their stealth means something. I'm also tempted to give them glamour, representing their extreme stealth, or some sort of dodge based 'shield', because of their ability to see threats coming from any angle.
Skink cavalry: They aren't cheap, but they can actually do a lot of damage on the flank charge - light lance + horned one attacks are no joke. Though they are fragile in the sense that the skink is easily killed, the horned one will fight on, so they can be a one shot weapon sometimes. I might drop them to 25 tonight.
Terradon rider: I'm changing them to size 3 and tweaking them a bit. They are supposed to be like more expensive but even faster versions of the skink cavalry. Like the cavalry though I think their low morale might stop them from attacking rear properly,.. so,.. they'll be improved but I don't know by how much.
Kroxigor: They aren't frontline troops at all and if used as such, will perform much worse than saurus for the cost. The combination of poor skills, no shield and only medium prot with size 3 just leaves them in a world of hurt. They're also far more expensive than say, ogre bulls. The role they are /amazing/ at is killing high prot units. They hit for an /absurd/ amount of damage with their clubs, the only trouble is getting them to land. They were designed to be used mixed in with skinks (who travel at about the same speed) so the skinks reduce the defence with multiple attacks, allowing the krox's land their clubs. Against knights, ulm/agartha/Empire/Dwarf troops and the like they should work better than saurus, who struggle against high prot units. They also represent, like the salamander, an even crazier gold to resource ration. However I will consider tweaking them based on some tests. You get them in PD over 20 by the way. Few of them though.
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