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Racial units

I like Death Immunity for Paladins. On a somewhat unrelated note, is it possible to make Fire Immunity immune to ranged chaos?

Given our discussion, my main concern is that number of figures generally went down with many racial units having just 1 or 2 figures, significantly changing battle mechanics. Having some racial units with higher figure counts could provide greater strategy and I thought the original master of magic was quite varied (6 hammerhands or 1 golem, etc).

While this is simply my opinion, I find it best that stack sizes of racial units to be between 2 to 4 figures (with a few 5+ like berserkers or 1 like dragon turtles). It feels like, given many factors and mechanics, the game works best like that.

There are also some potential issues with balance but I didn't study the complete picture of race statistics to put it all in context (the seemingly weak dragon turtles may be compensated by good economic/growth bonuses of lizardmen?, etc).

I think the full spectrum of figure counts should be utilized in order to provide as much variety between military units as possible. With figure counts being closer together, it's harder to make them feel different. One of my big beefs with vanilla MoM is how so many units look and play so similarly. I don't think this was done very well, pretty much all units were 6 or 4 figures. And the units with 1 figure invariably all sucked (golem, dragon turtle, stag beetle

It is true that you get more for your buck if you put Giant Strength on a unit of spearman rather than on cavalry, but which unit would you rather cast it on? Which unit would you rather bring to battle? Also, imagine a Paladin with +3 to hit. That's effectively the same as doubling the bonus it gets from a sword boost. So for purposes of enchantment, a 2-figure Paladin with +3 to hit would give the same net benefit as an 8-figure unit of Spearmen with no accuracy bonus.



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