Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW
My latest thought is that I'm going to give slaughtermasters a 100% DFE. This will make them slightly better at research (not so much it really matters though), will allow them a little bit of site searching (again, negligible) and a little bit of forging. It will also differentiate them somewhat in terms of some summons I'm giving Ogres.
B3E1 = Dig Mawpit. A mawpit is an immobile commander much like a monolith or sacred statue, though it has not slots. It has H2 allowing it to blood sacrifice in place of a slaughtermaster (note ogres cannot preach). It will also have domspread 1. Of course in combat it will be useless. You dig these to get upkeep free blood sacrificers and to push your dom, which will be the ogres new mid and lategame strat.
B3F1 = Summon Mawfiend. A mawfiend is an ogre sized demon born from the inferno of the maw's arrival. More details on these a bit later.
B4D1 = Abomination of the Maw. These are the aformentiond 'mawbominations'. They kill the populace at an alarming rate, are masters of pillaging and in combat are virtually unstoppable wrecking balls, with high mr, multiple attacks (with drain), amazing prot etc. They will be size 4, but don't be confused, they could tear a slavegiant in half. The drawbacks is they have either insanity or shattered soul, cost a lot and have no slots. The premise is they are there to unleash on the world in the lategame, trashing enemy territory (and temples) and facilitating a win through sheer stompyness or domspread.
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