Re: Warhammer Dwarfs, version 0.8 - First stable release!
It all looks awesome. I can't help but try to find a way to make Runebearers into minithugs for some reason, but then I realize that Journeyman Runesmiths are so much better at it. Clan Kings are a bit rough at 175 gp, but I know I'll still get them. The new heroes look great!
I've actually been liking a nice W4E4S4N4 bless for Runeguards. It gives a bit of everything and allows you to take good scales still. W4 sounds a bit wacky, but it lets you get 20 defense with a single star on the buggers. It really goes a long ways. |
Re: Warhammer Dwarfs, version 0.8 - First stable release!
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Also, ten miners lead by a Runebearer with a Bottle of Living water is quite formiable and very mobile raiding force. |
Re: Warhammer Dwarfs, version 0.81 - First quickfix!
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Also, ditto on the research issue. |
Re: Warhammer Dwarfs, version 0.81 - First quickfix!
I didn't want to give the impression that I think the slayers are a huge issue - I just think for "flavours" sake they could be summons (with high upkeep - think of all the beer they drink and associated damage these dudes do to the environment/taverns).
Small gem cost + small research cost + mage time = Slayers + upkeep I think the way Sombre made the upkeep for the Skaven Globadiers/Warplightning Crews etc. high works pretty well. I do think the Runeguards could be given some cold resistance - these guys are staunch. |
Re: Warhammer Dwarfs, version 0.81 - First quickfix!
If you give Runeguards normal dwarven shields, please give Journeymen Runesmiths #poorleader back.
I'd actually be fine with troll/giant slayers becoming research-0 (maybe Thaum-1) summons. But if so, they should become upkeep-less(makes sense, anyways). 5 gems for a giant slayer, 3 gems for 5 troll slayers? Also while we're at it Dragon Slayers should probably get some fire resist. You know, on principle. |
Re: Warhammer Dwarfs, version 0.81 - First quickfix!
Well they aren't supposed to actually slay dragons, just fulfil their slayer oath against them (die). I think the point with slayers is that they're named after the level of thing sure to kill them. Trollslayers stand no chance against trolls, giant slayers would be splattered by giants, etc. But a dragon slayer would beat a troll, maybe a giant, no chance against a dragon.
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Re: Warhammer Dwarfs, version 0.81 - First quickfix!
The reason we gave runeguards the runic wards in the first place was to make them not pointlessly vulnerable to the dwarf's own crossbows. If they go back to the basic shield type they once again become only modestly shielded infantry that deals excessively poorly with crossbows. Please don't :(
Still don't really like slayers as summons... but if they absolutely have to be, it had better be a gem type that the dwarfs get a very nice income of. Edit: Okay, so really the runeguards were given runic wards to make them more interesting as sacreds. I guess we'll see if they are still worth using without the runic ward. I am somewhat skeptical, but I'm willing to be proven wrong. |
Re: Warhammer Dwarfs, version 0.81 - First quickfix!
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Re: Warhammer Dwarfs, version 0.81 - First quickfix!
Lies! By dropping 1 parry, runebreakers will be completely unplayable!!1!11!!
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Re: Warhammer Dwarfs, version 0.81 - First quickfix!
With a normal shield, Runeguards become just Clansdwarf Heavy Warriors with higher stats(across the board, prettymuch). So...shouldn't they be mapmove 2?
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