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February 4th, 2010, 05:29 AM
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Second Lieutenant
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Join Date: Jul 2007
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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
Having also toyed with saurus thugs, I don't think they're that hot. The mounted ones with recuperation, who are indeed powerfull, are cap only and compete with the cap only meta powerfull mage, so you probably won't field many of them, just the ones you bought during the first turns. Regarding the recruitable everywhere, the stats aren't anything extraordinary, they have no magic, so they're just ok as thugs. Tons of nations have thugs that just dwarven saurus commanders. eck, I even prefer ulm black knights, they just need a blade and shield to start being usefull.
Plus, you shall not forget those guys are cold blooded, and are to be used with great care, fatigue being a great thug killer.
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February 5th, 2010, 02:22 AM
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Corporal
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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
You're right on the basic saurus commanders -- by no means special. I mostly had in mind the summonable commanders in regard to that, and kind of lumped in the basic 20-gold recruitable cmdr with 'em without thinking.
But, for sure, I hadn't really taken cold-blooded into consideration.
As for the 4th Gen Slanns, I know, at least playing on the Glory map into year 5, I haven't found it worthwhile to get one except maybe once every two or three turns -- they're just too expensive to get one every turn -- so I get the oldbloods on other turns, and they do feel quite powerful (again, to the point that I feel a twinge of guilt throwing a cheap ol' fire plate on them and seeing the prot go to 24). But as for the 4th Gen Slanns, is it really practical that one will get one of those 850-gold monsters every turn?
I'll pipe up later when I've played it deeper if I have more putatively-worthwhile feedback on it.
Last edited by Globu; February 5th, 2010 at 02:28 AM..
Reason: Missed something
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February 5th, 2010, 02:18 PM
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Second Lieutenant
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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
I think the special saurus commander summons have one big advantage : you'll always be able to field loads of them, as you can summon one kind per magic 'color' . All having different bonuses. The big advantage of this faction is its special spells completness. It ensures you a very good midgame.
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February 5th, 2010, 04:34 PM
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General
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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
I will agree there, you have a very decent midgame between powerful battle magic and the sacred saurus summons, especially when sombre gets the armored versions in so you don't need as crazy of a bless anymore :P
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April 1st, 2010, 10:47 AM
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BANNED USER
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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
I have just had what you might call a cunning idea. It was inspired by what Burnsaber has done with the Runeguard in his Dwarfs mod. Namely, he made them summonable along with the anvil of doom, but otherwise unrecruitable.
So here's the idea: Temple Guard, which were going to be made cap only, should instead be entirely unrecruitable, and you get a certain number of them ONLY when you recruit (or summon) a Slann. That way they aren't limited entirely to the cap, they only come along with Slann and you never have Slann without having them.
So how to do this? Simple. When you first get a Slann (let's say a 5th gen recruitable one), he comes in an 'Awakening' form, which autosummons temple guard. This awakening form turns into a regular Slann the very next turn, which no longer summons dudes. The regular slann behaves in exactly the same way as they have been previously.
What's exciting about this concept is that it so perfectly fits what temple guard are all about. They are directly proportionate to the number of Slann you have, without being a never ending stream of spawned guys. If you want to use them, you gotta buy Slann, if you want to buy Slann, you're going to use the temple guard. It also helps people cope with how crazy expensive Slann are, since you get 'free' bodyguards.
This method might also work VERY well with non mage commanders, the kind no-one wants to buy. Attempts to solve this problem have taken the form of summon allies or autospawning troops, giving them onebattlespell of summoning some guys for fighting, etc. But these methods are, in their own way, somewhat exploitable and a little 'messy'. Instead of these methods, why not have, let's say,... a Skaven Warlord, who when you buy him, appears in a 'mustering' form, which then autosummons a bunch of troops. It then shifts back into a normal skaven warlord and acts normally. So essentially you get a bunch of troops free for the cost of not recruiting a mage, but you ONLY GET THEM ONCE. No more endless summoning of troops, no more economies which ignore gold, no more having to fight 30 commanders who spawn combat summons over and over again with all their losses being completely expendable.
Interesting non?
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April 1st, 2010, 11:07 AM
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National Security Advisor
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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
Extremely interesting. Good thinking Sombre!
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April 1st, 2010, 11:10 AM
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Corporal
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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
Sombre
Quote:
It was inspired by what Burnsaber has done with the Runeguard in his Dwarfs mod.
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I liked his new changes, for the thematic concerns.
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This awakening form turns into a regular Slann the very next turn, which no longer summons dudes. The regular slann behaves in exactly the same way as they have been previously.
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It sounds very cool, but how can you do this? A landshape?
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What's exciting about this concept is that it so perfectly fits what temple guard are all about.
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Yes, very thematic as I understand the WFB Lizardmen.
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It also helps people cope with how crazy expensive Slann are, since you get 'free' bodyguards.
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Hmm, I always buy an expensive one and one-three cheaper Slann every turn by year two - maybe my methods are inefficient? I've always got so much gold...
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This method might also work VERY well with non mage commanders, the kind no-one wants to buy.
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Definitely.
To me, extremely.
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April 1st, 2010, 11:17 AM
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General
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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
I really like this idea. It would do a lot to make them more balanced, while being thematic as anything and encouraging diversity of play. Nice!
This concept definitely has a lot of potential, and it will be interesting to see what the modding community does with it.
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"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
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April 1st, 2010, 12:37 PM
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Second Lieutenant
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Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
Definitely a nice idea--it allows for the concept of 'units' recruited at once. It especially works well with heroes and soforth, where the hero comes with an honor guard.
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April 2nd, 2010, 07:33 PM
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BANNED USER
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Re: Warhammer Nation: Lizardmen - v0.7 minor update
-- version 0.7
-- TWEAK - Poison res values changed across the board to better match dom3 styling
-- FIX - Crest plate for warchiefs, no crest plate for skink scouts
-- TWEAK - Temple Guard now spawned by Slann when they first arrive in their 'awakening' state
-- TWEAK - Both 4th and 5th gen Slann more expensive to recruit, but same upkeep
-- TWEAK - Sacred spawnings now have armour for e9 bless, but still no helmets
-- FIX - 3rd gen shapechange further fixed, doh
-- FIX - flood of serpents cost bug fixed
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