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  #1  
Old September 17th, 2007, 06:57 PM
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Boron Boron is offline
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Default Re: Ogre Kingdoms - Warhammer Nation

Thanks Sombre .

Why are the maneaters so expensive though? 100 seems too pricey. 40-50 would be ok, but 100?
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Old September 17th, 2007, 08:54 PM

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Default Re: Ogre Kingdoms - Warhammer Nation

llama: That ogre has a choppa in his right hand and an ironfist on his left. I could make the ironfist move in the attack sprite, but I've learned that spending too much effort on something people barely see outside of the preview isn't a great idea. I might redraw it if people think it looks fruity though. The Eastern Maneater is wearing a red kabuki mask. I could tone down the colour I guess.

Boron: If Maneaters were 40-50 I figure no-one would build anything but Maneaters. They are supposed to be rather rare, expensive and and situational units, not stuff you crank out every turn. What I might do is decrease their resource cost (they're basically mercenaries after all). I will decrease the gold cost if people don't build them though.
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Old September 19th, 2007, 04:27 AM
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Default Re: Ogre Kingdoms - Warhammer Nation

Does dominion spread just like with Mictlan (i.e. blood sacrifice ONLY) or do prophets and temples work? My dominion grew a bit faster than I had expected, with only sacrifices in my capital.


I'm still trying to figure out how to play this nation, and really the game in general. At first I took the titan for an early SC rush, but then I wasted him researching...only to realise that researching isn't very important for Ogres. Likewise, I piled a bunch of blood magic on him...not too useful there either. I think I'll take another powerful Pretender and maybe try a bless strategy too. I don't want to take a stationary Pretender (seems contrary to the whole "nomadic" thing) and I don't want to take one of the human-sized ones either (too weedy for a nation of Ogres).
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Old September 19th, 2007, 05:49 AM

Sombre Sombre is offline
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Default Re: Ogre Kingdoms - Warhammer Nation

I wouldn't try a bless strategy, because you don't have any sacred units, just two sacred commanders.

Dominion spreads with temples, prophet and god as normal with the nation. They can sacrifice too, but they can't preach (Butchers are priests in a sense, but certainly not preachers). So they're like Marverni or Lanka, only without preaching.

I took an awake rainbow mage in my most recent game with the Ogres and she did a little researching, just to get some construction, but she was basically there to forge some stuff later and most importantly, go find some indy mage sites. As soon as you have them, you can get the research going and if you have magic scale use Butchers to help out. But you're right, Ogres aren't research friendly at all. What they are great at is stomping stuff - if you can get some maneaters, tyrants, ironguts and a mass of bulls together with 3 or 4 slaughtermasters dropping Bullgorger, Toothcracker and Trollguts on them, you can trash almost anything (though high def sacreds may mess you up). I had several tyrants who were thugs with only a little bit of equipment extra - don't use them on their own, just mix them with the troops and tell them to attack closest - they keep morale up and still do some nasty damage when the bulls can't hit things.
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Old September 20th, 2007, 02:25 AM
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Default Re: Ogre Kingdoms - Warhammer Nation

Quote:
Sombre said:
I wouldn't try a bless strategy, because you don't have any sacred units, just two sacred commanders.
Forgot about that part....like I said, still learning the game.

Good advice though, thanks.
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Old September 22nd, 2007, 07:56 PM

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Default Re: Ogre Kingdoms - Warhammer Nation

Been playing as these guys.. And well im doing pretty well i've lost some battles since they are always starving and have a hard time hitting some stuff but overall they seem pretty balanced combat wise.

But really the nation donno seems to have nothing to do really.. I build a few ogres tell them to attack closest and move the army and my turn is pretty much done..


You think about maybe giving them access to just a bit of earth.. Just for bit of magic diversity for some thugging out of there thugs cause as it is currently you cant get them much equipment . Give there playing a bit of variety and more of a chance in Mp..

Donno if that jives at all with the Warhammer world.. But just a suggestion ..

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Old September 23rd, 2007, 01:08 AM

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Default Re: Ogre Kingdoms - Warhammer Nation

What to do?

Outside of combat; summon Gorgers, Yhetees and Sabretusks, desperately try to find some indy mages, use your pretender's magic to forge things, try to get your research going.

In combat; use your gut magic, gnoblar screeners, flanking, thug scripting, mixing in standards, maximising deathbelchers etc - usual combat stuff.

In the early game you'll do a lot of fairly straightforward province stomping. The trick being to use gut magic to make sure your ogres stay alive and hopefully affliction free, to rack up the exp. I don't think it's any more boring than other nations in this respect. You really shouldn't be starving your troops though. Sounds like you need to send hunters with them. In the next version the sabretusks and trappers will give a better supply boost to make them more important.

They're still in beta so they'll get a bit more complex, with scrap launchers, a bit more gut magic maybe and some more summons. But basically they are a straightforward race where the complications come from keeping supply up, combat strat and the very real danger of being obliterated in the middle / late game. You really have to have a very strong early / mid game with them, or you are toast, which leads to a bit of tension and a need to win every battle, imo.

So yeah, I fully admit that Ogres are about smashing face and that's about it. They have various ways to do it, but they will never change this basic plan - it just isn't in their nature.

Earth magic isn't totally out of the question, but it would be very minor - 25% chance of 1E on the slaughtermasters perhaps, representing their connection with the mountains / maw. This would allow for the forging of the earth/blood stones. Higher earth magic just wouldn't fit with the Ogres.

They'll get a sacred in future versions, but it isn't going to be one that makes you want to go dual bless or anything.
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