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  #61  
Old June 23rd, 2007, 11:00 PM

Sombre Sombre is offline
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Default Re: Skaven Nation. Warhammer based.

They should be vanilla balanced in the end. I haven't started testing balance yet though really - just giving fairly arbitrary numbers.

Basic clanrat = 8 gold
Spear clanrat = 7 gold
3 Skavenslaves = 14 gold

etc
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  #62  
Old June 23rd, 2007, 11:33 PM
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Default Re: Skaven Nation. Warhammer based.

Have to say that Skaven looks great so far. As far as Warhammer nations go, Skaven along with the Dwarves and Chaos factions are ones I'm most looking forward to.

Hope it comes out soon.
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  #63  
Old June 24th, 2007, 01:18 AM

Theonlystd Theonlystd is offline
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Default Re: Skaven Nation. Warhammer based.

Quote:
Saulot said:
Have to say that Skaven looks great so far. As far as Warhammer nations go, Skaven along with the Dwarves and Chaos factions are ones I'm most looking forward to.

Hope it comes out soon.
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  #64  
Old June 24th, 2007, 06:49 AM

Sombre Sombre is offline
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Default Re: Skaven Nation. Warhammer based.

Today I was testing warpfire throwers and god damn they make a mess. Each one has three fire breath attacks for 15ap fire damage AOE1, range 10. They have prec 4 so they spray that warpfire around like crazy. I just sat a handful in with my infantry and they really increased the killing power - they toasted my own troops pretty well too, but hey plenty more where they came from.
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  #65  
Old June 24th, 2007, 02:28 PM

Valandil Valandil is offline
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Default Re: Skaven Nation. Warhammer based.

Wouldn't Nratt3 be better, if it works?
The mass execution of skavenslaves by warpfire seems pretty appropriate to me, but it probably shouldn'tcause the army to rout. Is there a way around this?
Oh, what sprite did you use for the warpfire/lightning?
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  #66  
Old June 24th, 2007, 03:39 PM

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Default Re: Skaven Nation. Warhammer based.

Quote:
Sombre said:
Today I was testing warpfire throwers and god damn they make a mess. Each one has three fire breath attacks for 15ap fire damage AOE1, range 10. They have prec 4 so they spray that warpfire around like crazy. I just sat a handful in with my infantry and they really increased the killing power - they toasted my own troops pretty well too, but hey plenty more where they came from.
releaseeeeeeeee it allready


tortureee
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  #67  
Old June 24th, 2007, 03:41 PM
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Default Re: Skaven Nation. Warhammer based.

Nratt 3 wouldn't help considering Sombre's probably using the unmodded fire breath weapon.
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  #68  
Old June 24th, 2007, 07:33 PM

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Default Re: Skaven Nation. Warhammer based.

Yes, I can't use a modded weapon because things like secondary effect always and AOE don't work. Hence I used 3 fire breath attacks - works fine and looks good. It's just regular fire you'll see, not crazy green fire, because again, modding weapon sprites isn't really a luxury I have.

I posted before about the skaveslaves - 3 of them only count as 1 unit so you can feel free to toast the odd one without risking routs. Using skaven without morale boosting of some kind is NOT advised though - you need sermon of courage or fanaticism to back them up.
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  #69  
Old June 24th, 2007, 07:37 PM

Shovah32 Shovah32 is offline
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Default Re: Skaven Nation. Warhammer based.

Do they have some commanders with standards(although it would be more the fear of them than their inspiring prescence that would motivate the slaves)?
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  #70  
Old June 24th, 2007, 10:08 PM

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Default Re: Skaven Nation. Warhammer based.

A few of the commanders have the standard effect because Skaven are pretty big on punishing underlings. It's not a very big effect though; as soon as the skaven are out of sight/sound/whip range their self preservation instincts become a problem again.

I've had my army rout a lot and I've learned something - trust in the plague priests and grey seers with their sermons of courage (AKA sermons of what's going to happen to you if you try to run, little ratties). The Screaming Bell will also have H4 and will be able to cast fanaticism, plus it will have a large standard effect, so that will be a huge bonus.
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