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  #61  
Old September 22nd, 2009, 11:47 AM

Sombre Sombre is offline
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

Quote:
Originally Posted by Squirrelloid View Post
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.
Itza is supposed to have a very good scout. They are tiny perfectly camoflaged creatures specifically engineered and spawned for that purpose by the Old Ones, after all. So it's a national advantage. I just don't think it's a major balance concern. I plan to have scouts at 1gp in all my mods (as long as they aren't a thug or something) regardless of their ability. Ogre Kingdoms has its gnoblar trapper at 1gp. Skaven,.. not sure if I updated them recently enough.

Quote:
Critical mass of stegadons is like 2. 1 is often acceptable. (Tested)
Critical mass to do what? Take an indy on 5? If they did so unsupported without casualties or afflictions that would make them good for expansion, but it isn't all there is to balance.

Quote:
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?
I don't know who people are. I don't consider magic weapons on regular troops a massive deal. It's certainly very nice to have on PD though and it's another national advantage. I did consider it when balancing.
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  #62  
Old September 22nd, 2009, 12:32 PM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

Squirrel, your lack of extensive gameplay experience is showing. The purpose of a beta test is to determine the approximate strengths of a nation in toto. Stegadons may be able to prevail against weak indies, but big deal. It is much harder to get a critical mass of tramplers with them for dealing against any serious threat; let alone their profound limitations against operating in any cold dominion. They are great meatshields, is all.

1 gp scouts for a nation w/ 1400 gp castles is a balance concern - for Itza

The slan themselves are extremely expensive, only have two slots, and have a very high encumbrance. They seem appropriately balanced to me, at first pass.

Magic weapons per se are not a very important attribute. I don't know who said what about TNN, but either you are mis-remembering what they said, or they don't know what they're talking about. All magic weapons for troops do is make them good counters to ethereality, which is not really a common type of troop. Caelum has magic weapons; rarely have I given a whit.

This is a playtest game. Just play for fun
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  #63  
Old September 22nd, 2009, 12:33 PM

Calahan Calahan is offline
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

Quote:
Originally Posted by Sombre View Post
Quote:
Originally Posted by Squirrelloid View Post
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?
I don't know who people are. I don't consider magic weapons on regular troops a massive deal. It's certainly very nice to have on PD though and it's another national advantage. I did consider it when balancing.
I guess I'm 'people' in this context I know given the choice between two identical units, I'd pay 10-15% extra for a magic weapon. Mainly because it cuts down on the tactics your opponents can use against you. Like everything though it's all situationally dependent. But I can recall games where I've thought "ah yes, that's a good tactic to use" and then upon closer checking of the enemy roster, I've had to say "arse, XYZ has magic weapons. So that idea's no good then".

I view less options for your enemy as meaning they are easier to predict, and therefore easier to defeat. Everyone has different tastes of course, but I would feel a lot safer neighbouring for example, an Elephant nation, if I knew I had magic weapons on hand.

Edit:
Quote:
Originally Posted by archaeolept View Post
..... or they don't know what they're talking about.
The odds of that is somewhere between highly probable and an absolute certainty
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  #64  
Old September 22nd, 2009, 12:38 PM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

heh

10% to the value of an infantry unit... that sounds about right. No more than that, though.
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  #65  
Old September 23rd, 2009, 09:11 AM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

We need another four pretenders... any day now...
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  #66  
Old September 23rd, 2009, 06:25 PM

Sombre Sombre is offline
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

Sorry about my not submitting a pretender yet - I am swamped with work. I came home at 6 today and worked another 4 hours unpaid just to try and make some headway on the stuff they're giving me.

We're launching a site tomorrow and I think everyone is under the heel.

Anyway, I'm sure this'll start this weekend.
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  #67  
Old September 24th, 2009, 01:08 AM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

We are missing just two pretenders now. If they don't show their faces at the waiting hall by today evening, I'll contact the players with a PM.
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  #68  
Old September 24th, 2009, 03:10 AM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

Quote:
Originally Posted by Sombre View Post
Sorry about my not submitting a pretender yet - I am swamped with work. I came home at 6 today and worked another 4 hours unpaid just to try and make some headway on the stuff they're giving me.

We're launching a site tomorrow and I think everyone is under the heel.

Anyway, I'm sure this'll start this weekend.
Allright, the only pretender missing is now the one for the Tomb Kings. But we aren't in a real rush, so just feel free to take the time you need. First work and then play. Weekend start sounds good.

Also, I have automatic start set off, just in case, so the game won't start immediately after all pretenders are in.

On other news, archaeolept agreed to admin the second WH game. He'll start it when he sees that the time is ripe.
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  #69  
Old September 24th, 2009, 06:57 AM
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

oh yeah i'll probably throw up a thread next week, after this game get's going.
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  #70  
Old September 25th, 2009, 08:27 AM

Sombre Sombre is offline
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Default Re: Sign of the Hammer - A Warhammer Mod Game. Send Pretenders!

Just to let people know I should have the pretender in tonight. Sorry for the delay.
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