Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
Er, I meant domsummon2, sorry. I figure domsummon would mechanically work out better anyway, since it would mean you can't be reinforced so easily when you're on the offensive. I suppose the main problem with this solution is that it's technically possible to have a higher temple guard income than you would with forts if you build up enough slann. If you made the fifth and the 4th generation slann domsummon20, and 3rd gen domsummon2 it might not be quite so bad.
However, making it work while dormant with summon allies is probably a better solution, if perhaps somewhat less attractive from a player's perspective. I don't completely like temple guard being cap only from a thematic perspective, but that would be the simplest way to balance them.
There is definitely no doubt that the lizards are a bless nation. I honestly don't think there's really much point to having better scales than I get on my imprisoned bless pretender anyway... and with the ability to summon useful sacred warriors with every magic path save death, you'd be crazy not to take advantage of that even if temple guard were cap only or otherwise rare. Anyway you are right that people massing slann to then mass temple guard would be pretty stupid.
It is a delicate issue for itza but I am sure however you ultimately decide to handle them it will be for the best.
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