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Old November 3rd, 2009, 05:59 AM
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Default Re: Warhammer Dwarfs, version 0.7

Quote:
Originally Posted by mehrunes_dagon View Post
I'm playtestesting Dwarves version 0.7 against other warhammer nations, with mighty AI (=160% bonus). Anvil of doom, when summoned at least every 2nd turn, is a real killer. I'm filling hall of fame with them.

I suggest making them immobile, increasin their gem cost, making the one who summon them 10 years older, increasing research level of the killing runes, or something like that
It's one of those units that will just smash the AI, because the AI just too retarted to come up with anwsers. It's the same thing as with thugs/SC's/BF spells and the like. If you feel like they spoil your SP experience, you can just not summon them. Really, it doesn't take a rocket scientist to come up with anwsers to the Anvils, but the AI is too dumb to use them.

Some examples, just out of my head:
1) Mind Duel (you can easily use S2 mages to duel them, since anvil costs 35 gems, you will easily come out ahead)
2) Fire/Attack Largest commands (Anvils have more hp/size than most units in dwarf armies)
3) Troops with fire & shock resistance
4) Seeking Arrows (2 hits will often kill, 1 cripples their spellcasting with the +5 enc affliction)
5) Disease Demons/ Manifestation (depending on the script of the Anvil)

I have been thinking about making the primal runes cost 10/15 fatigue, but I hardly see a reason for it, since in my testing Anvils seem to start spamming "Paralyze" after running out of script.

Rune of Thunder/Fire really look and seem powerful in game. But one should realize that other nations can get really similiar effect by just bringing mages into battle. Rune of Thunder equals 3 thunderstrikes (admittely with much lower fatigue), which in turn is not that much more amazing than 3 High Seraphs. Rune of Fire basically has the desctuctive power of 3-4 F2 mages going for Falling Fires. And with the fatigue aspect going to waste as soon as the script runs out...

Quote:
Originally Posted by kianduatha View Post
I do agree though that the Runelord changes have inadvertently made the Anvil of Doom spell too easy to cast; maybe bump it up to Holy-4 or Earth-6?
Earth 6 is a bit problematic, since you'd need two earth boosters to cast the spell, which is pretty hard to do in CBM 1.6(or get really luck out with randoms, since the chance for Runelord E5 with 0.8 randoms is about 2%). H4 would likely be okay, although it's just a logistical problem with prophet placing.

Quote:
Originally Posted by kianduatha View Post
Speaking of which, the Runelord hero is a bit lackluster these days; Sure, he has S2, which is nice, but before the Runelord changes he was the badass who was actually able to summon Anvils without being prophetized.
I'll probably dwiddle with his paths a bit and make him a bit more thematic too. A1W1F2E3S2H3, the elemental will power represent his ancient knowledge (from the golden empire, when dwarfs were more connected to the elements). I'll give him a pretty big researchpenalty thought (he doesn't share his screts). I might give him H4 too, since that'd make him able to easily power himself up to casting the primal runes (ancient power!).
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