|
|
|
|
 |

April 22nd, 2007, 01:11 PM
|
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Dud nations
I still don't 100% understand that. Is the most damage a repel can do 1 damage then? I mean if A attacks, D launches his repel attack and hits, then A fails his morale check, is that 1 damage max, or is it a standard hit from the weapon?
It doesn't make sense that he would take less damage purely because of his morale, so I'm guessing repel either does 1 damage and stops their attack, 1 damage and doesn't stop them, or fails completely.
If that's the case, increasing the damage dealt by long weapons wouldn't aid repel, but adding to attack would. One problem with the system seems to be that repelling a 0 length weapon is equally as easy with a 1 length weapon as a 6 length weapon,... and 1 length weapons are more likely to have an attack bonus.
|

April 22nd, 2007, 04:27 PM
|
|
Second Lieutenant
|
|
Join Date: Dec 2003
Posts: 404
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Dud nations
Quote:
Sombre said:
I still don't 100% understand that. Is the most damage a repel can do 1 damage then? I mean if A attacks, D launches his repel attack and hits, then A fails his morale check, is that 1 damage max, or is it a standard hit from the weapon?
It doesn't make sense that he would take less damage purely because of his morale, so I'm guessing repel either does 1 damage and stops their attack, 1 damage and doesn't stop them, or fails completely.
If that's the case, increasing the damage dealt by long weapons wouldn't aid repel, but adding to attack would. One problem with the system seems to be that repelling a 0 length weapon is equally as easy with a 1 length weapon as a 6 length weapon,... and 1 length weapons are more likely to have an attack bonus.
|
If D's repel roll is successfull, and A fails his morale roll, A's attack is canceled but he takes no damage.
If D's repel roll and A's morale roll are successfull, A takes 0 or 1 damage and does his attack as planned. The 0 damage happen when D's damage roll doesn't get through A's protection. So a str10 pikeman might sometimes stop a knight from attacking, but rarely hurt him with the repel.
I suspect that A's shield protection is included if D's attack roll earlier didn't bypass the shield... but hard to know.
I like the ideas of giving ulm methods to hurt sacreds or magic beings. Are they good *weapon* forgers too? A new any-castle unit with magic weapons might be fun. Or even elf bane/moon blade (vs magic beings), or herald lance/flambeau (vs demons and undead). Or smasher(anti-lifeless), Star of heroes(armor destruction).... yeah... a 30-gold unit with these and a shield!
|

April 24th, 2007, 06:07 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Dud nations
Strong EA nations in my experience:
Helheim, Vanheim, Niefelheim, Mictlan, Ulm, Agartha, Arco, Oceania, Caelum, Sauromatia, C'tis, Ermor
Yomi looks strong to me in SP but I haven't played as them in MP.
Other EA nations I don't have enough experience with to have a strong opinion about their overall strength.
|

April 24th, 2007, 06:48 PM
|
 |
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Dud nations
I think Yomi could stand more national spells and summons-specifically some different kinds of Dai Oni types, maybe a high level Oni version of the Demon Lords with 3 different unique types. It'd be fun and welcome to see Dai Onis with different abilities, graphics, and starting equipment, even if they were all more or less equal in power. It would just add a bit to the interest and flavor of the nation.
I don't think I'd quite call them a "dud-nation", but they are a bit lame after playing them for a while, not because they're not interesting, but because I don't think enough has been done with them-I think a lot more could be done in terms of flavor and diversity of units and spells.
They really lend themselves, thematically, to national spells and summons, in my opinion, and there's so many interesting effects for demonic Asian magic to have.
__________________
You've sailed off the edge of the map--here there be badgers!
|

April 24th, 2007, 06:55 PM
|
|
Brigadier General
|
|
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
|
|
Re: Dud nations
I also think yomi could do with a bit more variety, although they are fairly strong but quite boring(there arent a large number of ways to play them).
|

April 24th, 2007, 06:58 PM
|
 |
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Dud nations
That's what I'm saying. They aren't underpowered, they're just not flavored to the full capacity of the theme.
__________________
You've sailed off the edge of the map--here there be badgers!
|

April 24th, 2007, 09:10 PM
|
|
Second Lieutenant
|
|
Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
|
|
Re: Dud nations
What is the reason that marverni is concidered so weak.
There druids are great mages. Astral, earth and nature seems like a great combination of magic. (eagle eyes + gifts from heaven for example) And the Ambinite warriors have good stats for their cost.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|