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  #1  
Old August 7th, 2007, 10:02 PM

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

Nm
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  #2  
Old August 7th, 2007, 10:41 PM

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

Funny, it was working for me. Maybe I changed it since then though. I'll take a look later.

Be aware it's shortish range.
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  #3  
Old August 7th, 2007, 10:48 PM

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

Quote:
Sombre said:
Funny, it was working for me. Maybe I changed it since then though. I'll take a look later.

Be aware it's shortish range.

Yea it worked fine right after i made that post..

So no idea what i was doing..
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  #4  
Old August 8th, 2007, 07:28 PM

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

A question.

Was it done on purpose or an oversight. Council Guards with only one map move. Its no more heavily armored than StormVermin and the descrip even says they have similar training as a SV.. As is i dont recruit em since they'll slow down any army and cost twice as much as a StormVermin
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Old August 9th, 2007, 07:43 AM

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

The reasoning is that they don't like travelling away from Skavenblight and they don't trust any non council skaven.

It seems they aren't a very popular unit, though in the current version they do have exceptional morale, considering they're Skaven. They may well be improved in a later update (There are several still to come as I have to do all the Skaven heroes, add a pox cauldron and give the screaming bell and doomwhell proper graphics).
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Old August 14th, 2007, 04:54 PM

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

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Sombre said:
The reasoning is that they don't like travelling away from Skavenblight and they don't trust any non council skaven.

It seems they aren't a very popular unit, though in the current version they do have exceptional morale, considering they're Skaven. They may well be improved in a later update (There are several still to come as I have to do all the Skaven heroes, add a pox cauldron and give the screaming bell and doomwhell proper graphics).

Ah


Now about Rat Ogres

Rat Ogres. According to there Descrip they are expensive to upkeep and i dont em very usefull esp if they cost alot.

The 30hp isnt enough to keep em alive for long with only 7 protection and 10 DS and only 2 fitting in a square . They cant repell stuff. Only time they do any damage for me is when they get the first attack in on lightly armored chaff after that they usually go down pretty fast . Things like knights and such dont even notice they are there .

Donno if you agree with meh on that.

But maybe up their Berserk? Maybe switch out bite for an Armor Piercing Tail attack so if they manage to hit an armored unit they'll likely kill it and maybe up the As/Ds some?

As is instead of wasting gold on units that get me Rat Ogres its just better to get more StormVermin
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  #7  
Old August 15th, 2007, 02:17 AM
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Burnsaber Burnsaber is offline
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Default Re: Skaven Nation. Warhammer based.

Quote:
Theonlystd said:
Now about Rat Ogres

How you use them? They're not really front-line material, that's for sure. But I found (IMHO, at least) them to excellent flankers. Divide your Rat ogres in two groups and put them on both flanks with Hold and Attack rearmost troops. If it works, thye should succeed in a pincer maneouver and make the enemy rout.

This stragedy can also be complimented by Death Mages casting Frighten/Fear.
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.

If you need to ask something about modding, you can contact me here.

See this thread for the latest info concerning my mods.
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