Re: Warhammer: Wood Elves
It looks like wardancers are going to be very hard to balance. Out of the box they are absurdly good at wasting your gold and giving the enemy xp, but that changes really, really, really fast. A little clever positioning of your excellent arrowcatchers helps out from turn 1. A W9 bless is pretty much a given with the sacreds as they stand, bringing dancers to a disturbing 21 defense and 22 mv... and 4 attacks a round. Admittedly, those 4 attacks are for low damage (except that now brutal first strike). Thankfully, you've got some earth access and can cast things like strength of giants which will proc 4 times a round instead of 1. Weapons of sharpness. Rust mist. Iron bane. You're still arrow bait, but you've got significant air magic. Arrow fend. Storm if you want. Mass flight? Fog warriors? All the classics work. Wooden warriors, elemental buffs, you name it, you can cast it.
In summary, you've got a lot of damage potential balanced by significant weaknesses, but you've got natural access to the paths to eliminate all your weaknesses and multiply the bejeezus out of your strengths. I like the multiple attack sacreds for thematic reasons, but the multiplicative effect when buffed looks tough to balance.
Highborn are .. unmounted with a lance and hoof attack? Mounted with an old graphic and mv value?
Again, loving the mod but I think it'd be healthy to have a good conversation about balance on the wardancers.
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