September 21st, 2011, 21:47
Posts: 5,612
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Well, that was...boring.
Turn 10
- Shuffle some units around, claim last local dwarf village. Move Kalenz into the lake.
- Attack with one of our thunderers (why do we have so many of these guys again? They are not as useless as ulfserkers, but are still pretty bad, while dwarf fighters are excellent), who misses his single shot. ![rolleye rolleye](https://www.realmsbeyond.net/forums/images/smilies/rolleye.gif)
- Our "allies" are clogging up the front between us and the orcs/trolls, but not to worry -- they are dying rapidly.
Turn 11
- More unit shuffling, start some units towards south just because there is nothing else to do with them. Also move Konrad up behind the front to give leadership bonus to our dwarves, +50% is quite nice.
- A thunderer steals a kill from our allies, a couple more of whom have died stupidly. A second thunderer attacks, and (as usual) misses.
- IBT the less accurate thunderer gets sliced by an orc, but lives.
Turn 12
- More unit shuffling...Kalenz is in sight of a village, at least.
- Another thunderer misses, as usual.
- IBT a couple more of our allies die stupidly. At least it is opening up the front so we can get 2 units fighting at a time.
What a turnset...all of 4 attacks made, with 3 misses and 1 hit. ![rolleye rolleye](https://www.realmsbeyond.net/forums/images/smilies/rolleye.gif) There is a second open spot at the front, finally. I recommend using the dwarf fighter with some XP (2 north of Konrad) to attack the wounded orc crossbow. The thunderer can keep trying to blast the orc warrior and safely grab 2 XP per attempt.
Continue moving the merman towards the lake to hit the whirlpool, while Kalenz and the slow-in-water dwarf grab the available villages.
I would start moving almost everyone south to prepare to fight the undead, as we have far more troops than we need in the north.
September 22nd, 2011, 00:27
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Yikes! It's my turn again!
I'm tired, so it won't happen tonight, but I'd just like to observe that I'm actually pretty fond of Dwarvish Thunderers, myself, but, yeah, there's a lot of "Let's see if we do any damage this turn that our fighters can clean up..." It's just that, especially with the L2 Dwarvish Thunderguards, you can 1-shot a lot of weaker targets, sometimes even from full health. If you suddenly start rolling lucky, that can make a lot of headway quickly. I dunno if they're really worth it, but it's fun when they hit.
September 22nd, 2011, 00:41
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Joined: Mar 2007
Yeah, we cycled this one around pretty quickly as there is almost nothing to do on each turn.
Dwarf thunderers aren't all that bad really, although I am not too fond of them because of the all-or-nothing aspect. But note that I am using them anyway. ![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif) Mostly because we are throwing level 1s against level 2s, so melee fighters against orc warriors or trolls is just not a good matchup. So thunderers against melee-only opponents has been our best option. We actually have been getting 60% odds on their shots...of which only 1 of 4 has hit.
Actually, now that Konrad is in place to provide level 3 leadership and our level 1 dwarf units get +50%, the matchups are not bad.
I will rant some more about ulfserkers once our merman reaches the whirlpool.
September 22nd, 2011, 11:09
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haphazard1 Wrote:Yeah, we cycled this one around pretty quickly as there is almost nothing to do on each turn.
Dwarf thunderers aren't all that bad really, although I am not too fond of them because of the all-or-nothing aspect. But note that I am using them anyway. Mostly because we are throwing level 1s against level 2s, so melee fighters against orc warriors or trolls is just not a good matchup. So thunderers against melee-only opponents has been our best option. We actually have been getting 60% odds on their shots...of which only 1 of 4 has hit. ![banghead banghead](https://www.realmsbeyond.net/forums/images/smilies/banghead.gif)
Actually, now that Konrad is in place to provide level 3 leadership and our level 1 dwarf units get +50%, the matchups are not bad.
I will rant some more about ulfserkers once our merman reaches the whirlpool. ![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
Ulfserkers are totally useless. ![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
(I feel like I've seen berserkers to be occasionally useful before, but they're only useful once per scenario, and only because they do more damage and have a bigger pile of HP than Ulfserkers...)
As for thunderers... that's pretty much the issue... and then you manage to land a hit with one and things go from full health to half health or half health to dead and, if you were doing that with fighters it'd take several turns... but probably more than you spent missing beforehand. ![rolleye rolleye](https://www.realmsbeyond.net/forums/images/smilies/rolleye.gif)
(I'm sad they got rid of the Dragonguard's impact attack, though. It made it wonderful against undead...)
September 22nd, 2011, 12:14
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Don't fighters chew up skeletons already? Slight resistance towards blade for warriors, tons of hp for against archers...
September 22nd, 2011, 12:23
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Amelia Wrote:Don't fighters chew up skeletons already? Slight resistance towards blade for warriors, tons of hp for against archers...
Well, sure... but I have fond memories of blocking 2-wide hallways with Dragonguards that did significant damage to skeletons.
September 22nd, 2011, 12:40
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I figured we needed something ranged, yes. Thunderers can be annoying, but they're quick in caves. And we'll likely want some levelled for later, I think. Note I gave you mages too if you'd rather use them ![wink wink](https://www.realmsbeyond.net/forums/images/smilies/wink2.gif) .
Agreed on ulfserkers, though. Can't level them up really since they tend to just kill themselves, can't hold a line. I can think of only a couple, very theoretical uses for them: if there's a unit that just has to die (blocking ZOC on a wounded unit we're trying to rescue). Or if we're attacking someone with no melee attacks, but I think that's pretty much only Dark Adepts. But those are hard to set up without getting the ulfserker just killed before they're needed.
EitB 25 - Perpentach
Occasional mapmaker
September 22nd, 2011, 12:53
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If only we could play a MP game one day i'll show you the power of Ulfs...
September 22nd, 2011, 12:56
Posts: 12,510
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Joined: Oct 2010
Amelia Wrote:If only we could play a MP game one day i'll show you the power of Ulfs...
I'm sure a lot of things are different when you can't count on having every wounded unit retreat, heal, and survive
So maybe it's just that they don't let you take advantage of the AI like most units do.
EitB 25 - Perpentach
Occasional mapmaker
September 22nd, 2011, 13:47
Posts: 5,612
Threads: 47
Joined: Mar 2007
Ulfserkers do have some uses, but they are (or should be) specialist units. And most of the time there are better alternatives. Of course if you have truly large amounts of gold and a large enough keep, total ulfserker spam can be effective...if you can do damage faster than your enemy gains XP and free level up heals.
The level in the Northern Rebirth campaign where you rescue the dwarf leader, and all he recruits is ulfserkers, always makes me laugh. Ulfserkers dying left and right, rarely scoring a kill and never surviving enough fights to promote...watching the AI just flail uselessly on that level is always worth a chuckle.
On the current map, ulfserkers would be terrible since we are facing level 2 enemies. Rapid ulfserker deaths would pile up XP for the enemies, promoting them to level 3...and then the massacre would really get going.
And of course once our merman can visit the whirlpool, we get the ultimate self-contradictory unit: a loyal ulfserker!
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