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Old March 6th, 2010, 10:52 AM

LumenPlacidum LumenPlacidum is offline
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Default Re: Kingdom of Angmar - Version 0.51 available

Sure, I'll give that a try. Do you think they'll really be a viable choice after that?

Also, I realized that one effective way to give Angmar a bigger army and still require them to pay for it with their early gains is by having national spells that summon the recruitables, just in numbers. I think a "Command the Pits" spell that gave you 12 snaga goblins for 1-2 gems would create the teeming masses of goblins that I'd envision for the nation. They would have the same upkeep, but you'd bypass their initial recruitment and resource costs. Also, the ability to lay down a few of these spells while under siege would be very scary, since an essentially unguarded fortress could be made to have hundreds of tiny little medium infantry scampering around everywhere in a couple turns.

I don't really want the snagas to compete for the gems that would be used for the wraith summons when I make those, so I'll probably make it a blood spell. This will allow really massive armies of goblins to be running around, while the orcs and angmar humans form an elite core of the forces. This is perfect. My only worries are to a) prevent this option from being completely overpowered, and to b) allow the snagas en masse to be a moderately effective idea throughout the mid-game also.

Is there some way to restrict a spell to being cast in a mountains province? Doesn't really make sense for goblins to just be springing up out of the plains.

Also, I'm working on adding summons for Barrow Wights. I'm thinking that S1D2H1 is good for them. Conjuration 4, probably. Passable combat stats, with fear +0, cold aura, and ethereality, probably rusty equipment. How many death gems would someone expect to pay for that? Somewhere between 8 and 15 is my guess.
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