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Old June 21st, 2007, 11:55 AM

Sombre Sombre is offline
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Default OGRE KINGDOMS

Here's my army list for Ogre Kingdoms. Not quite completed.


WARHAMMER OGRE RACIAL STATS

Bull Charge, Cause Fear,

M 6
WS 3
BS 2
S 4
T 4
W 3
I 2
A 3
Ld 7

Ogres are offensive powerhouses that are very hard to take out - not too skilled but

strong and armed with clubs that give -1 to save. They are a relatively straightforward

army

WARHAMMER GNOBLAR RACIAL STATS

Insignificant, Bicker, Sharp stuff

M 4
WS 2
BS 3
S 2
T 3
W 1
I 3
A 1
Ld 5

Gnoblars are basically goblins and behave in a similar way - use numbers to swarm, absorb

casualties, run away a lot. They often throw stuff.




DOMINIONS OGRE RACIAL STATS

Hp - 28 (big tough brutes)
Prot - 6 (ogre hide is tough and they are large)
str - 13/14 (Ogres are strong, but in Warhammer they are nowhere near giant ability)
att - 10 (Ogres are efficient fighters, but not that skilled)
def - 9 (Low initiative)
ap - 15/16 (Ogres can really move when motivated)
mr - 10 (average)
mor - 11 (The extra morale is because in warhammer they are immune to fear)
prec - 7 (Ogres are far from precise and don't really use ranged weapons)
mapmove - 3 (Ogres are both nomadic and migratory, capable of long marches)
size - 3 (Ogres aren't quite size 4 - only as big as cavalry)

Other abilities

Mountain Survival
Wasteland Survival
Gluttony 1+
Also have an ogre smash attack with a charge bonus representing general punching, kicking,

biting and bullrushing done by the ogres
Coldres 25%+



DOMINIONS GNOBLAR RACIAL STATS

Hp - 7/8 (small, weak, easily stomped)
Str - 7/8 (not exactly strong these guys)
att - 8 (also genuinely poor at fighting)
def - 9 (low skill, but solid initiative)
ap - 12
mr - 9
mor - 7 (gnoblars don't tend to stick around once the going gets tough)
prec - 9 (actually not too bad, considering)
mapmove - 2 (Ogres in a hurry will leave gnoblars behind)
size - 1 (they will actually be 3 'models' to a size 2 'base', with 2 attacks)

Mountain Survival
Throw sticks and stones or equivalent


THE NATION SHOULD

Be all about smashing face with mobile armies - weak PD, ramshackle forts
Be mostly about basic ogre infantry, not gnoblars or support units
Be at a great disadvantage at range, with no traditional ranged weapons
Have effective thugs even without lots of equipment and emphasise low cost leaders
Be nomadic rather than capital centric
Have national troops/leaders that remain useful for longer in the game
Convey a sense of hunger and destruction
Be quite scary to face off against in straight up combat
Have very limited magic

WEAPONS

Ogre Club - high damage one handed club
Ogre Smash - str based damage bonus attack with charge bonus
Ironfist - always used in pairs, lower damage but offer a nice def bonus
Deathbelcher - one shot close range missile weapon, fires a wildly inaccurate spray of

projectiles
Maneater Longsword - a superior quality one handed sword


RECRUITS

Gnoblar Fighters (v.light armour, shortsword)
Gnoblar Trappers (furs, shortsword - stealthy, have net when at full strength)
Ogre Bull (Plate Cuirass, ogre club)
Ogre Bull (Plate Cuirass, ironfists)
Ogre Deathbelcher (Plate cuirass, ogre club, deathbelcher)
Ogre Irongut (Plate hauberk, Half helmet, greatsword - slightly superior stats)
Ogre Maneater (Plate Cuirass, Maneater Longsword - genuine elite, excellent morale)
Yhetee (no armour, dual ice weapons - cold aura, fast, offensive)
Hunter (furs, javelin, Ogre club - stealthy)
Slavegiant (Chains, light armour - size 5 wrecking machine)
Pitfighter (plate hauberk, blade arms - superb fighters, sacred, expensive)
Gnoblar Scrapapult (pulled by Rhinox that charges if it is destroyed - fires a hail of

projectiles over long distance)



LEADERS

Bruiser (basic leader, still thuggy)
Tyrant (good leader, scary thug base)
Butcher (H1 B2 - fear, poison immune)
Slaughtermaster (H2 B3 - fear, poison immune, ok thug and good leader)
Huntmaster (N2 10% random, or nothing. Can call sabretusks. Stealthy. Good thug)
Yhetee Greyback (ok leader, cold immune, only misc slots)



SPAWNS/OTHER

Sabretusk (bite, claw - upgraded big cat, fast, stealthy)
Rhinox (big trampler, berserk 0, only used when scrapapult dies)
Gorger (no armour, bite and claws - berserker, superb morale - BLOOD SUMMON)



SPELL

Various extra combat spells in the Blood School + 2 Gorger summon spells


HEROES

To be completed.
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