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Old October 27th, 2009, 07:00 AM
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Default Re: Warhammer Dwarfs, version 0.7

Quote:
Originally Posted by kianduatha View Post
Dwarf kings would be nice recruit-anywhere, but they really would have to be more expensive/somehow worse if so. Slayers would still be your anti-SC(with some King support for the brutal Cursed Luck). If Kings were 150 gold base, Journeymen Runesmiths would be more efficient researchers no matter the scales--and better thugs, besides. Being able to cast Invulnerability goes a long way. If you were planning on just doing Fire Brand/Shield of Gleaming Gold, you'd go with Slayers(for the luck) or Runesmiths(for the 30 prot/reinvig). Clan Kings are used with their default weapon(and shapechanged for defense) for the Cursed Luck. Otherwise it's just not worth it(excluding the possibility of a high bless).

It gives you a bit more flexibility, which is nice. Now I have to try like an E9N4 blessed thug strategy and see how it works(it won't).
Yeah, 150 gold (a bit higher for the oathstoned form, because of the +1 researchbonus) was along the lines I was thinking of. I also was thinking of changing their "Grudges" ranged attack to just cursing without the damage aspect. Of course, I'd have to edit the vanilla ranged "Curse" attack to do so, but it will only "break" the low-end "Summon Likho" bogarus summon, so no biggie.

That's one reason I'm not really worried about dwarfs being weak in MP. You can, if you so choose, absolutely decimate thugs /(SC's even, with more effort). The PD only needs minimal support to really shine vs thugs. Your PD is composed of high morale troops (suck it awe/fear!) with good damage output and because of crossbow/arbalests, air shield is a necessity. You are really not rushable by awake SC's (because one hit by a King will just decimate them) and your capital pd can stop many rush-types with minimal support. When you take into account the absolutely monstereous defence values of some of your castles, it won't take much effort to survive to the mid-game.

E9N4 bless should really work out for Runeguards (at least for expansion). They would be pretty much indestructible and they have okay damage output.

Quote:
Originally Posted by rdonj View Post
I've still not really had a chance to play the mod, but I was wondering... any chance dwarves could have higher parry on their shields? Being shorter than normal, I would think that their shields would cover proportionally more of their body than the same shield used by a human. So it might make sense to have their shields have a little more parry. It also seems slightly strange that shields are the one piece of armor that the dwarves don't really do well (aside from runic wards). Four parry shields everywhere leaves them strangely vulnerable to arrows. Anyway it's not a big deal, just seemed a bit odd to me.
Trust me, Dwarfs aren't vulnerable to arrows. At all. Though Crossbows might occasionally take damage with their measly prot value of 13 . Dwarf shields have +2 prot value compared to normal shields, which coupled with their already high port values makes their shield blocks nigh impossible to penetrate by recruitable troops (even giants).

Opposing crossbows and flaming projectiles are slightly more problematic, but hey, it wouldn't be really fair if they were immune to everything, would it?
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