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October 27th, 2009, 07:01 PM
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Major
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Join Date: Feb 2009
Location: Me a viking
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Re: Warhammer Dwarfs, version 0.7
A prospector and a some rangers makes a crazy effective force for the price. Expansion, stealthy raiding and regular battles. I´m beating equal numbers of Ashdods elites WITH magic support with ease and have yet to face anything that stands a chance.
Flanking just seems crazy good, broken even. The question is, can it be effectively countered in early game in MP.
I know this will be different in MP but considering you can pump out one of these stealthy raiding forces in every fort every turn it seems a bit too powerful to me. On top of that they break down walls before anyone can say slartibartfast.
As the nation looks now I´d just take uber scales and rush everyone one by one with prospector raiders, wars that would end the same turn they started.
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October 27th, 2009, 08:07 PM
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General
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Join Date: Oct 2007
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Re: Warhammer Dwarfs, version 0.7
Yeah, the dwarfs have great protection under those shields, so they are largely immune to short bows/long bows/composite bows. Of course, due to the way dominions works you still get the occasional fantastic hit (such as an unfatigued, e9 runeguard taking 13 damage from a random short bow). That's not really a big deal though. The part that sort of bugs me, is that dwarfs don't use short bows, they use 12 damage crossbows, which happen to be some of the best weapons to use to kill dwarfs since they only use mediocre shields. That said, I'm not sure how much I really want to see 8 encumbrance ironbreakers, or 7 encumbrance runeguard. If the price of having reasonable encumbrance levels is being a bit vulnerable to missile weapons, I can live with it.
They are quite amazing in melee though.
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October 27th, 2009, 11:24 PM
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Second Lieutenant
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Join Date: Jun 2009
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Re: Warhammer Dwarfs, version 0.7
Quote:
Originally Posted by Fantomen
A prospector and a some rangers makes a crazy effective force for the price. Expansion, stealthy raiding and regular battles. I´m beating equal numbers of Ashdods elites WITH magic support with ease and have yet to face anything that stands a chance.
Flanking just seems crazy good, broken even. The question is, can it be effectively countered in early game in MP.
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Prospector/Ranger is pretty nifty...but you're using all your commander slots for noncasters. It's really nasty if you can catch someone unawares(sieging their cap from stealth before they can manage to reinforce province defense), but if they even have a turn of preparation, they should be able to fend you off. Flanking shenanigans only really work in smaller engagements(with the amusing exception of castle storming), unless you have like a dozen prospectors.
Strictly though, if you take Prod-3 you are somewhat of a terror(early game) against certain nations. But that's because you're not recruiting casters and going for a blitz-kill or two.
And Ashdod is prettymuch the worst nation to go up against Dwarves with. You have no chance of ever sieging a dwarven castle, you're the one outnumbered(noone wants to be outnumbered by dwarves), you rely overly much on protection(Adons get absolutely creamed by base 24 damage warpicks, E9 bless or not), and if things go south the Dwarven player just goes after you with some Giant slayers or something. They're not called that for nothing. I'd be terrified of Dwarves if I were Ashdod--especially since the scary armies are stealthy.
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October 28th, 2009, 04:26 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Re: Warhammer Dwarfs, version 0.7
Quote:
Originally Posted by Fantomen
A prospector and a some rangers makes a crazy effective force for the price. Expansion, stealthy raiding and regular battles. I´m beating equal numbers of Ashdods elites WITH magic support with ease and have yet to face anything that stands a chance.
Flanking just seems crazy good, broken even. The question is, can it be effectively countered in early game in MP.
I know this will be different in MP but considering you can pump out one of these stealthy raiding forces in every fort every turn it seems a bit too powerful to me. On top of that they break down walls before anyone can say slartibartfast.
As the nation looks now I´d just take uber scales and rush everyone one by one with prospector raiders, wars that would end the same turn they started.
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Yeah, prospectors kinda got me suprise. The summoning thing was just supposed to be a nifty bonus and nice defendive trick. I was sort of thinking "Nifty, didn't see that coming". I've been playing with them a bit and the battle AI going crazy because of them really seems like a bug (and makes raising pd quite ineffective countermeasure against them). It's just.. cheap. Having a unit that's really only effective because the AI is retarted.
I don't think they're really that broken balance wise. Your forts cost a ton, which makes it even harder to "spam" them without heavy consequences. I'll probably nerf them anyway though, since I really don't like how they play out in the battlefield. It just seems.. buggy and cheap.
I'll have to think of something. I might up their costs further, or reduce the amount of miners summoned to 3 or perhaps make them noleaders. Or I might remove them as a recruitable alltogether and make them summonable by some remote "miner ambush" spell.
Quote:
Originally Posted by llamabeast
To ignore the shields, it would need to be secondaryeffectalways, I believe. I haven't checked which secondaryeffect you've used (nor tested my claim).
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This very well might be the case. In any case, I'll take a look into it.
Quote:
Originally Posted by rdonj
The part that sort of bugs me, is that dwarfs don't use short bows, they use 12 damage crossbows, which happen to be some of the best weapons to use to kill dwarfs since they only use mediocre shields. That said, I'm not sure how much I really want to see 8 encumbrance ironbreakers, or 7 encumbrance runeguard. If the price of having reasonable encumbrance levels is being a bit vulnerable to missile weapons, I can live with it.
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Yeah, if you go with the regular "crossbows at the very back"-placement, you will get friendly fire. Remember that dwarfs are about tight communities and teamwork, you need to place your crossbows closer to avoid friendly fire. Don't worry, they can take the heat.
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