|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  |  
	
	
		
	
	
	| 
			
			 
			
				March 13th, 2009, 09:48 AM
			
			
			
		 |  
	| 
		
			
			| 
 BANNED USER |  | 
					Join Date: Feb 2007 
						Posts: 5,463
					 Thanks: 165 
		
			
				Thanked 324 Times in 190 Posts
			
		
	      |  |  
    
	| 
				 Re: Warhammer Nation: Lizardmen - v0.3 update 
 That will be fixed in the next version, which will be released once I have completed the 5 unique 2nd gens and modified the sacred spawnings, as well as added a spell or two (Sotek needs some series snake summoning). |  
	
		
	
	
	| 
			
			 
			
				March 13th, 2009, 10:07 AM
			
			
			
		 |  
	| 
		
			
			| 
 National Security Advisor |  | 
					Join Date: Nov 2006 Location: Oxford, UK 
						Posts: 5,921
					 Thanks: 194 
		
			
				Thanked 855 Times in 291 Posts
			
		
	      |  |  
    
	| 
				 Re: Warhammer Nation: Lizardmen - v0.3 update 
 Are there still ultimate plans for dinosaurs? |  
	
		
	
	
	| 
			
			 
			
				March 13th, 2009, 11:39 AM
			
			
			
		 |  
	| 
		
			
			| 
 BANNED USER |  | 
					Join Date: Feb 2007 
						Posts: 5,463
					 Thanks: 165 
		
			
				Thanked 324 Times in 190 Posts
			
		
	      |  |  
    
	| 
				 Re: Warhammer Nation: Lizardmen - v0.3 update 
 Yes. Carnosaur and the other one,.. Stegadon I think, will both be in eventually. Stegadons with a fort on their back which fires projectiles and Carnosaurs with thuggable Oldbloods riding them. |  
	
		
	
	
	| 
			
			 
			
				March 13th, 2009, 06:22 PM
			
			
			
		 |  
	| 
		
			
			| 
 Sergeant |  | 
					Join Date: Aug 2005 
						Posts: 286
					 Thanks: 8 
		
			
				Thanked 9 Times in 7 Posts
			
		
	      |  |  
    
	| 
				 Re: Warhammer Nation: Lizardmen - v0.3 update 
 I have been playing a bit, and I strongly believe the temple guard should be cap-only.  As evidence I list it against some other cap-only MA sacreds:
 *Heart Companion (Arco)
 25G 30R
 11HP 17Prot 6(4)D
 14Da 11A 5L
 14Mor 10MR 9Enc 1/7Mov
 
 *Lictor (Ermor)
 25G 24R
 12HP 13Prot 9D
 20Da 12Att 3L
 15Mor 11MR 7Enc 1/8Mov
 
 *Daoine Sidhe (Eriu)
 35G 12R
 13HP 10Prot 11(4)D
 15Da 12Att 4L (+Jav)
 12Mor 14MR 5Enc 2/11Mov
 Glamour, 50DV
 
 Temple Guard (Itza)
 24G 12R
 16HP 15Prot 8(4)Def
 21Dam 10Att 4L (+Magic, +Bite!!)
 18Mor 11MR 4Enc 1/9Mov
 
 *=cap-only
 
 The temple guard are the cheapest (in resources AND gold), have the most health, and the second best protection.  They also retain respectable defense and MR.  They have the highest attack (even compared to the 2-handed wielding Lictor) and they make up for their low attack with magic weapons and a bonus bite.  To top it all off they have the lowest Encumberance (even compared to Daoine Sidhe).
 
 Admittedly, none of the nations I compared them to are *Bless* nations per se, but these are their cap-only sacreds!  At least raise the Gcost to 30.  Even better, raise the Rcost to 20 (that is more in line with their protection, even if it isn't becuase of armour).
 
 And considering that the nation has sacreds in every path, even B1 sacreds for the bloodhunters to summon, they don't need a build-anywhere sacred to maintain their sared forces.  So please make the Temple Guard Cap-only.
 
			
			
			
			
				  |  
	
		
	
	
	| 
			
			 
			
				March 13th, 2009, 08:36 PM
			
			
			
		 |  
	| 
		
			
			| 
 BANNED USER |  | 
					Join Date: Feb 2007 
						Posts: 5,463
					 Thanks: 165 
		
			
				Thanked 324 Times in 190 Posts
			
		
	      |  |  
    
	| 
				 Re: Warhammer Nation: Lizardmen - v0.3 update 
 I have had them at 32 gold for a while. I forgot they were that cheap in the version everyone else is using. I'm not sure about making them cap only - 5th gen Slann are not cap only currently. |  
	
		
	
	
	| 
			
			 
			
				March 13th, 2009, 09:23 PM
			
			
			
		 |  
	| 
		
			
			| 
 Sergeant |  | 
					Join Date: Aug 2005 
						Posts: 286
					 Thanks: 8 
		
			
				Thanked 9 Times in 7 Posts
			
		
	      |  |  
    
	| 
				 Re: Warhammer Nation: Lizardmen - v0.3 update 
 Just because the Slann can go everywhere doesn't mean (necessarily) that the temple guard do.
 Still the hike to 32 gold is good.  If you don't want to make them cap only or increase their resource cost, could you consider reducing some of their stats?  Maybe cutting their MR (because of their proximity to the Slann) or increasing their encumbrance or reducing their attack/strength/defense/protection.
 
 Also, the temple guard description says they are old, but they have the same start age (in my version) as all the other Saurus infantry.
 |  
	
		
	
	
	| 
			
			 
			
				March 13th, 2009, 09:33 PM
			
			
			
		 |  
	| 
		
			
			| 
 General |  | 
					Join Date: Oct 2007 
						Posts: 3,007
					 Thanks: 171 
		
			
				Thanked 206 Times in 159 Posts
			
		
	      |  |  
    
	| 
				 Re: Warhammer Nation: Lizardmen - v0.3 update 
 In warhammer everywhere there are slann, there are also temple guards.  So iirc it was a thematic decision based on warhammer's backstory. |  
	
		
	
	
	| 
			
			 
			
				June 8th, 2009, 04:29 PM
			
			
			
		 |  
	| 
		
			
			| 
 BANNED USER |  | 
					Join Date: Feb 2007 
						Posts: 5,463
					 Thanks: 165 
		
			
				Thanked 324 Times in 190 Posts
			
		
	      |  |  
    
	| 
				 Re: Warhammer Nation: Lizardmen - v0.3 update 
 The second generation slann who helped create the seas maintains a psychic bubble around him which is nigh impregnable, though once it's popped he's not quite so tough to deal with.  |  
	
		
	
	
	| 
			
			 
			
				June 8th, 2009, 04:30 PM
			
			
			
		 |  
	| 
		
			|  | 
 General |  | 
					Join Date: Feb 2007 Location: R'lyeh 
						Posts: 3,861
					 Thanks: 144 
		
			
				Thanked 403 Times in 176 Posts
			
		
	      |  |  
    
	| 
				 Re: Warhammer Nation: Lizardmen - v0.3 update 
 Bubble Bobble!   |  
	
		
	
	
	| 
			
			 
			
				June 8th, 2009, 05:20 PM
			
			
			
		 |  
	| 
		
			
			| 
 National Security Advisor |  | 
					Join Date: Nov 2006 Location: Oxford, UK 
						Posts: 5,921
					 Thanks: 194 
		
			
				Thanked 855 Times in 291 Posts
			
		
	      |  |  
    
	| 
				 Re: Warhammer Nation: Lizardmen - v0.3 update 
 Just what I was going to say! |  
	
		
	
	
	
	
	
		
	
	
	
	
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |