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  #1  
Old November 1st, 2009, 02:46 PM
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Burnsaber Burnsaber is offline
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Default Re: Warhammer Dwarfs, version 0.7

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Originally Posted by alansmithee View Post
And E2 isn't much at all, especially since you can't really afford to span the journeymen (with castles costing so much, you need someone to research) and they can't lead troops. Also, most of the big earth combat magic is really exhausting, and you're wasting at least one turn to summon earthpower them.
E2 is enough for you to cast Legions of Steel, Earth Might/Strength of Giants, Armor of Achilles/Destruction and Earth Meld (+ you have Grudgestone). Those spells, if used right, can be a lot more devastating than the exhausting Blade Wind. Armed with boots, Journeymen can also take care of casting Weapons of Sharpness.

"Summon Earthpower" as a waste of turn? That reinvogration bonus is absolutely awesome. I often cast it as my first spell, even if the caster isn't likely going to cast any other earth spells (like E2F3 mage for example). Journeymen are also your most cost-effective researchers in the terms of upkeep.

On other news, my final exam for this fall will be Wednesday. I'll start forging the 0.8 update after that.

Althought I got a surge of inspiration today and drew Thorgrim (The High King, holder of the Book of Grudges). I'll probably fiddle with the axe a bit, but other than that, he's pretty finished.

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  #2  
Old November 2nd, 2009, 06:34 AM

alansmithee alansmithee is offline
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Default Re: Warhammer Dwarfs, version 0.7

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Originally Posted by Burnsaber View Post
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Originally Posted by alansmithee View Post
And E2 isn't much at all, especially since you can't really afford to span the journeymen (with castles costing so much, you need someone to research) and they can't lead troops. Also, most of the big earth combat magic is really exhausting, and you're wasting at least one turn to summon earthpower them.
E2 is enough for you to cast Legions of Steel, Earth Might/Strength of Giants, Armor of Achilles/Destruction and Earth Meld (+ you have Grudgestone). Those spells, if used right, can be a lot more devastating than the exhausting Blade Wind. Armed with boots, Journeymen can also take care of casting Weapons of Sharpness.

"Summon Earthpower" as a waste of turn? That reinvogration bonus is absolutely awesome. I often cast it as my first spell, even if the caster isn't likely going to cast any other earth spells (like E2F3 mage for example). Journeymen are also your most cost-effective researchers in the terms of upkeep.
By waste of a turn, I mean it's entirely necessary to cast it to be able to reach any of the decent spells, as opposed to being optional (but amazing) for higher earth caster. Also, legions of steel is inferior to the national spell. And iirc Destruction and Earth Meld have pretty high fatigue, too (I had them in mind, not just blade wind)

I actually love the journeymen, I just don't think they're well-built to be handling much combat casting.
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Old November 2nd, 2009, 10:41 AM

rdonj rdonj is offline
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Default Re: Warhammer Dwarfs, version 0.7

Well, when I was playing the dwarfs, my most generic sequence of orders for a journeyman runesmith was Summon Earthpower, Legions of Steel, Strength of Giants, X, X.

With a runesmith, my order sequence was Rune of Grungni, Summon Earthpower, Strength of Giants, X, X.

These are pretty similar buff cycles honestly, and while the rune of grungni is slightly superior to legions of steel, it's not really that superior on dwarfs, who have high MR and don't get the weapons of sharpness effect that often. Anyway, once you get construction 7 I think journeyman runesmiths are almost superior to real runesmiths for the majority of your battlefield needs. With boots and summon earthpower they reach four earth, and if you really want it higher and can make one, a crystal shield will bring them to the same spellcasting fatigue as a runesmith with 5 earth magic. Four earth is enough for almost anything you could need, and will allow you to cast all the buffs you want. More cheaply, and for less fatigue than a runesmith due to the lesser spellcasting encumbrance.

Another interesting thing you could do, since dwarfs forge so cheaply, would be to make communion matrixes with your astral random runelords. Then you can make communions with your runesmiths for things like petrify spam, or actually get someone to a decent level of astral magic other than an anvil.
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Old November 2nd, 2009, 01:10 PM

mehrunes_dagon mehrunes_dagon is offline
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Default Anvil of doom

I'm playtestesting Dwarves version 0.7 against other warhammer nations, with mighty AI (=160% bonus). Anvil of doom, when summoned at least every 2nd turn, is a real killer. I'm filling hall of fame with them.

I suggest making them immobile, increasin their gem cost, making the one who summon them 10 years older, increasing research level of the killing runes, or something like that
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Old November 2nd, 2009, 05:06 PM

rdonj rdonj is offline
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Default Re: Anvil of doom

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Originally Posted by mehrunes_dagon View Post
I'm playtestesting Dwarves version 0.7 against other warhammer nations, with mighty AI (=160% bonus). Anvil of doom, when summoned at least every 2nd turn, is a real killer. I'm filling hall of fame with them.

I suggest making them immobile, increasin their gem cost, making the one who summon them 10 years older, increasing research level of the killing runes, or something like that
Please never do any of these. Oh dear god, please. That would be just crippling. If you really need to nerf them, maybe make the runes have some sort of fatigue cost attributed to them so the anvils can't cast all day. But anything beyond that would just be pointlessly excessive. The anvils are pretty much the only way the dwarfs are going to get any kind of decent battlefield magic other than earth, and the requirements are already pretty high. Given that they're also quite large and healthy, they should also make somewhat easy targets....

Anyway I think the anvil in its current iteration is an interesting sort of mechanic and I would like to see them stay as they are.
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