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Races, Units, Buildings

Done :

Quote: -Gnolls now have +1 resistance on all units.
-Lizardmen now have -1 resistance on all units except Dragon Turtles.
-Gnolls can now build the Amplifying Tower.
-Wolf Riders now cost 80, have 1 less hit point per figure, and gain First Strike.
-Every Gnoll unit gains an additional movement. (except settlers)

I think Gnolls are good enough with these changes, not sure about Lizardmen though.
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Why less HP on wolf riders? They're already as a race very susceptible to ranged attackers, especially fliers. (Sprites would murder them.)
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(March 2nd, 2017, 12:51)Nelphine Wrote: Why less HP on wolf riders? They're already as a race very susceptible to ranged attackers, especially fliers. (Sprites would murder them.)

20 total health on a 80 cost unit is too much I think. At 4 health they still have more than usual cavalry and more than halberdiers. And I gave the first strike - it's a cavalry role unit, it's weird not t have it.
It's now a "cavalry" unit with 1 extra hit point, 2 extra swords, and pathfinding for...twice the cost. Ok that doesn't sound very good, maybe it's better to leave them at 5 hit points. It makes halberdiers look weak though, as those only have 12 health total.
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60% of the health, and higher attack, for 75% the cost? I think its fair.
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Or leave the 4 HP and reduce the cost. Which might be better for an early game military.
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I haven't considered Gnolls for a power strategy before, and I don't think these changes will do anything to change my mind. I rather like Wolf Riders without First Strike (they're not as organized as regular cavalry), but they're much more fierce and have higher HP. I think they need to be a fast + sturdy unit to give a special advantage that you don't find elsewhere.
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uh, if you want gnolls to have a good late game compared to barbarians just buff jackal riders?
keep them slightly below paladins? yet better than they are now? problem solved?

suggested buffs, hmm, +2 move? +3 move? large shield? boosted resistance? boosted fear resistance check?

Or heck, since high men are better economically, why can't jackal riders be the best calavry in the game? give them +2 attack/defense/hp/move/resistance and uh double cost?
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I don't like the pattern of another fast-moving first strike unit ... you don't have many options of fast-moving non-first strike units. Wolf Raiders had that role.

I'd bring back the 1hp and remove the first strike.
*or leave it at 4hp but reduce cost to about 60-65

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Seravy, thoughts on removing draconian bowmen in order to give gnolls bowman?
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(March 3rd, 2017, 17:10)Nelphine Wrote: Seravy, thoughts on removing draconian bowmen in order to give gnolls bowman?

Don't like the idea. It's the only missile ranged unit the race has, the others are magical.
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