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Old October 20th, 2009, 02:59 PM

kianduatha kianduatha is offline
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Default Re: Warhammer Dwarfs, balancetest version 0.6

I think that mapmove 2 is thematically awesome, but makes balance kinda iffy. If your mapmove 2 units are 'good enough' to get the job done, you'll almost never recruit the MM1 ones. So you just use crossbowmen and (heavy)clansdwarfs. It might make sense to make your crossbowmen have MM1, but the standard melee keep at 2. Of course, that just tips the scales towards using indy archers/rangers. Actually, I'm kinda okay with the rangers option. Rangers and miners are your scouts/raiders/forward armies, and then you have these clunking armies coming up behind.

On a somewhat related note, I finally realized the real point of Hammers: they only have 3 encumbrance. I'm sure that can be leveraged somewhat hilariously.

I think it might be a bit more appropriate to benchmark Dwarves against, say, Shinuyama's combat strength. I'll try to run some tests later.

By the way, I don't really understand why Distill Flame/Distill Thunder are in Alteration. It sounds prettymuch exactly like Construction.
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