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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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Old January 6th, 2009, 04:29 AM

Nasser Nasser is offline
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Default Re: Warhammer Nation: Lizardmen - v0.3 update

I've played a few single player games with them and I've got to say they feel really powerful. With a W, N and E bless the temple guard sacreds just never die, I've very rarely found myself using any of the other summoned sacreds because they're not as durable or very situational. Obviously this would completely change in a multiplayer game, but I've no experience there. I was planning on waiting for you to complete the nation before I provided feedback, but I'll say that they are indeed very thematic and very beautifully drawn. I've enjoyed them very much so far.
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Old January 6th, 2009, 05:44 AM

rdonj rdonj is offline
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Default Re: Warhammer Nation: Lizardmen - v0.3 update

Quote:
Originally Posted by Nasser View Post
With a W, N and E bless the temple guard sacreds just never die, I've very rarely found myself using any of the other summoned sacreds because they're not as durable or very situational.
If I ever do write that guide, I hope to change your mind about that I agree that Itza feels pretty powerful, but not just for their temple guard. Actually in the Warhammerama game that's just finishing up, llamabeast's temple guard are more or less just high morale chaff atm, it's his massive slann-lead skink communions that hold the real power. Though I would be the first to say that his bless is definitely sub-optimal for fighting me.
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