Warning: Illegal string offset 'type' in [path]/includes/class_postbit.php(294) : eval()'d code on line 65
Sign of the Hammer - A Warhammer Mod Game. Game on! - .com.unity Forums
.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Multiplayer and AARs

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #11  
Old September 22nd, 2009, 10:46 AM
Squirrelloid Squirrelloid is offline
Major General
 
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
Squirrelloid is on a distinguished road
Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

It might be the settings we're using, but with NI i'd love 1g scouts and 20g commanders. I do think its a big deal since there aren't independents available, and you're going to want to shuttle units around.

Also, glamour and can't be found stealth are substantial advantages that other nations don't have on their scouts. This is magnified with NI because scouts are harder to replace.

Critical mass of stegadons is like 2. 1 is often acceptable. (Tested)

People are downplaying magic weapons in this context, but they were such a big deal for TNN when the topic of their sacreds came up on the IRC channel... Make up your minds - are magic weapons good or just a minor advantage?
Reply With Quote
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:41 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.