Dev Journal: The Frostling Army Core

Today we reveal three new Frostling units, the Raider, Harpoon Thrower and the Mammoth Rider

As we saw in the previous development journal Frostling blood has mixed with the enigmatic and feylike Frost Witches. This has changed some of them to better resist the cold and be larger in stature and stronger in power.

Today however, we’ll take a look at the main Frostling army – the footsoldiers, archers and cavalry – who have stayed quite similar to ages past, wearing thick fur to protect themselves against the biting cold and relying on their experience in hunting and their magical weapons to deal damage.

FrostlingUnits

 

The Harpoon Thrower: Accustomed to life in the Nordic tundra’s and ice floes, the Harpoon Thrower is primarily a hunter. During times of war however Frostling Queens and their Kings are happy to employ them as archers. Their Throw Harpoon ability, apart from dealing frost and physical damage, has a chance to immobilize the target for two turns. Unique among archers, the Harpoon Thrower can use its Harpoon as a makeshift Polearm, to stave of cavalry charges and deal extra damage to all kinds of mounts, as well as to drag down flying units.

Frostling_Harpooner

The Raider: Raiders are somewhat hunched over diminutive warriors not to be underestimated because of their size. They are perfectly adjusted to terrorize and plunder the softer races living in warmer climes. Like all Frostlings they have Fast Embark to surprise enemies from the water. If you think to hide behind walls or hastily made barriers think again! Their Frost Axes have the Demolisher ability, which allows them to deal 4 extra damage versus obstacles and machines, and they also have Improved Wall Climbing which means they don’t suffer any penalties when scaling a wall. Imbued with the cold energy of the Icy North their Frost Weapons deal frost damage in addition to physical damage.

After a successful forage the Raiders quickly vanish into their icy domain, aided by their Arctic Concealment.

Frostling_Raider

The Mammoth Rider: Lords of the Battlefield, Mammoth Riders tower atop their huge beasts, surveying their surroundings and forcing breaches in the enemy’s defenses. The massive beasts can take a lot of punishment and deal severe damage. With their massive tusks the Mammoths can easily destroy walls, and their big bulk enables them to perform an especially powerful Devastating Charge. If you manage to keep them alive long enough they learn the rampaging Killing Momentum ability, giving them back 1 action point and allowing them to move 1 additional hex after killing an enemy.

 MammothRider_07

 

Soon we’ll be looking at the higher level Frostling Units!

 

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Home Forums Dev Journal: The Frostling Army Core

This topic contains 133 replies, has 53 voices, and was last updated by  Seamus the Bold 4 years, 10 months ago.

Viewing 30 posts - 1 through 30 (of 134 total)
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  • #137936

    Lennart Sas
    Keymaster
    #137938

    Let me recap the Frostling roster from now :

    T1 Irregular = Icescaper
    T1 Archer = Harpoon Thrower
    T1 Infantry = Raider
    T2 Support = Frost Witch
    T2 Cavalry = Mammoth Raider (I’m making it T2 because you said soon higher level units)

    It looks very nice from now. The Frostlings do really seems like a unique race to play.

    #137939

    This looks great. I always found that Frostlings were a very “specialised” race to play. Sometimes you could embarrass yourself with them, but at other times they were super effective. I’m very glad to see that the visuals are still largely the same as they were before, despite the new mythology. No point bringing a classic race back in an unrecognisable form.

    Daily reminder: we need minotaurs as neutral creatures again <3

    #137940

    Sweet. Archer/Pike combo sounds like fun. I wonder what the Flings’ “pike” unit is going to be like. Or maybe they won’t have one?

    I guess Mammoth Riders can pass as t2 units if there’s only one model in the “group” as opposed to other t2 cav’s 3 models. Mammoths should probably be somewhat slower than other mounts.

    I really like the Raider unit though improved wall climbing feels a bit awkward on it due to short stature and heavy equipment. Then again it does fit the “raider” concept.

    Overall Frostlings look like Santa’s little killers. 😛

    #137941

    Tibbles
    Member

    Love that Mammoth Rider, can’t wait to use the Frostlings 😀

    #137944

    Zaskow
    Member

    I hope, that future OPness of frostlings (additional frost damage on all units + some unit’s abilities) will be balanced good by fair pricing and other abilities (20-40% fire weakness?).
    DLC will be look nice with release on Xmas, but yes, i know – “DLC – next year”. *sigh*

    #137945

    Sweet. Archer/Pike combo sounds like fun.

    I guess Mammoth Riders can pass as t2 units if there’s only one model in the “group” as opposed to other t2 cav’s 3 models. Mammoths should probably be somewhat slower than other mounts.

    I agree. I think the Mammoth will have more HP than basic T2 cavalry, but will be slower to compensate its toughness.

    And I love all the little perks each unit has, can’t wait to play as my favorite race ever in AOW series.

    My money’s still on T3 Yetis by the way.

    Interesting thing the Diary said “Higher level units”, is this wrong or does it means more than just one T3 ? Or is it because the Harpoon Thrower will fit both the Archer and the Pikeman role and the Frostlings will have not the same tiers as other races ?

    I’m fine in either case.

    #137946

    I hope, that future OPness of frostlings (additional frost damage on all units + some unit’s abilities) will be balanced good by fair pricing and other abilities (20-40% fire weakness?).<br>
    DLC will be look nice with release on Xmas, but yes, i know – “DLC – next year”. *sigh*

    They won’t be as OP as you might think, because coming with them is the Necromancer, and all the “Undead” Units that have like 40% frost protection. So there’s that. Frostlings will have trouble against Necromancers.

    #137947

    Garresh
    Member

    Oooh yeah. I’m gonna be having a lot of fun with those units. I can’t think of a single one that doesn’t look amazingly fun.

    #137948

    madmac
    Member

    Looking fantastic. Love all the new units, especially the Harpooner. I’m guessing they won’t have a traditional pikeman unit at all, and that barracks slot will go to a new (probably T2) unit. Something to properly represent the new Hybrid Strain of Frostling/Frost Witches, probably.

    #137950

    Garresh
    Member

    Not to mention they’re vulnerable to the second most common elemental type in the game. And everyone and their grandma takes fire adept for fireballs. And all magma forges are going to mess with them pretty bad. In practice they’ll be one of the less durable races most likely, but more resilient in other ways.

    #137951

    Smaug3
    Member

    These units look fun and unique. I can’t help but feel that my golems will not be huge fans of frostlings. I hope that the frostlings have some major penalties for all their unique abilities, as those units look crazy hard to beat in a fight with a unit of the same type and tier.

    #137952

    Garresh
    Member

    Fire weakness is a pretty big deal, especially vs a dreadnought. 😉

    #137953

    Ravenholme
    Member

    Fire weakness is a pretty big deal, especially vs a dreadnought. ;)

    This, Fire Weakness is going to be a real pain for these guys, especially given that one of the most useful treasure sites to have early on in a town (Magma Forge) always has units which deal it, and its ubiquity among the race/class line up.

    But I’m loving this line up, I’m going to have a LOT of fun with these.

    Seeing some synergy with Rogue here, though. Raiders will be able to support other Wall Climbing units even without Infiltration Squad.

    (And all classes are going to benefit from the Raider and Mammoth Rider’s [Squee!] ability to break through gates/walls faster)

    #137955

    Garresh
    Member

    I can’t think of a single class without synergies, except maybe…dread?

    Theocrats with nasty supports. Druids with melee archers. Rogues with backstabbing icy irregulars. Warlords with wall crushing cavalry. Sorcs with nasty supports. But then again, dreads have always cared relatively little for race. If you can hold a gun you can dodge a ball-ER, you can join their army.

    #137956

    Smaug3
    Member

    Fire weakness is a pretty big deal, especially vs a dreadnought. ;)

    True. Flame tanks would especially ruin their day.

    #137959

    Ravenholme
    Member

    I can’t think of a single class without synergies, except maybe…dread?

    Theocrats with nasty supports. Druids with melee archers. Rogues with backstabbing icy irregulars. Warlords with wall crushing cavalry. Sorcs with nasty supports. But then again, dreads have always cared relatively little for race. If you can hold a gun you can dodge a ball-ER, you can join their army.

    Well, I think I’d need to see their Pike Equivalent Unit and their T3 before passing judgement on their synergy with Dread, but a wicked part of me is giggling with glee at the thought of Cavalry Pistol Mammoth Riders. (And Modern Warfare Training allowing you to push out pretty high ranked Harpoon Throwers out the door)

    That and Forge Aprons should go some way to mitigating their fire weakness.

    #137961

    Harleyquin14
    Member

    That mammoth rider looks like it’s going to claim the crown for most powerful cavalry from the dwarf and orc offerings.

    Turtling against frostlings looks difficult with the raider’s edge at storming cities.

    I wonder if the frostlings are going to forego a pike unit if the harpoon thrower has an impromptu polearm in its arsenal…

    #137965

    This sounds super neat. I especially like the “demolisher” ability (much cooler than just machine slaying), and the “devastating charge” of the mammoth.

    harpoon throwers are probably the most important unit, as they will become super deadly with an Archdruid (bleeding wounds, slaying x, and fast movement) or Dreadnought (up one level).

    Having them fight as pikemen is a good move, as it lets the frostlings have two upper tier units (the T-3 and what would normally be in the pikeman slot) as you say there are “higher level frostling units” that have not yet been revealed.

    Or are you saying everyone will get a new T-3 unit, and the frostlings are just the first secondary one that will be shown to everyone?

    Also, are frostlings going to have -5 hp? you keep saying “diminutive”, so that would fit.

    #137967

    Epaminondas
    Member

    Hmmm, at first glance, the Frostlings look very over-powered – which is consistent with the “power creep” issue that plagues many expansions in both MMORPGs and strategy games. I am also concerned about certain abilities that may become more common outside the race as well: For instance, Improved Wall Climbing nerfs walls when walls were already severely under-powered.

    #137972

    Zorrino
    Member

    Fire weakness is a pretty big deal, especially vs a dreadnought. ;)

    Fire weakness could be fix with a simple Fire Halo from the Master Fire Sphere, then that unit could be very OP not to mention being able to knock down those flame tanks with the Raiders icy axe ability to do more damage towards machine units.

    #137973

    madmac
    Member

    Also, are frostlings going to have -5 hp? you keep saying “diminutive”, so that would fit.

    If you look at the first screenshot, you’ll see the Raiders are Goblin sized while the Harpooners are much larger. The race overall will probably be bigger then they used to be.

    And the description of the Raider points out that they’re no weaker then anyone else despite being short. It’s a nice call back to Frostlings in SM where their units were tiny and slow, but actually quite good at fighting. (The Raider was just as tough as a Human Swordsman, their Archer unit shot as well as Elf Longbows, ect.)

    I like the contrast with the new and old-school Frostlings intermixed, personally.

    #137976

    madmac
    Member

    You guys have to keep in mind that all the races are being revamped to be extra awesome. Remember Dwarves getting defensive strike? Or Goblin Butchers? From the sounds of things races in general are getting a lot of love in the next expansion.

    #137977

    Garresh
    Member

    Fire Halo is a pretty expensive tech though. It costs a lot of RP.

    Also @Devs

    Is the Harpooner actually good at melee? Is this a case of a unit which is bad at melee getting pike traits to deter phasing and flying units from messing with it, it is it actually a decent fighter and have a weaker ranged attack as a result? I’m not sure if I’m looking at a razorbow, a crossbow, or a farmer, basically. Where does it lie on overall power on the scales of ranged and melee?

    #137979

    Garresh
    Member

    Also…just a terrifying thought. Last night I was running some single player stuff and got a hilariously stupid city with arcane armory or whatever its called, and focus chamber. I had 2 level 5 rogues so I spammed dwarven crossbowmen who has 37 hp and 11 armor, while hitting for 19 damage, with extra lightning and poison damage as well. I tossed on seeker and cast sadism, so they’d start the fight at ranged and by the time the enemy was in melee they were at least as strong as regular infantry.

    My observation is that these harpooners are going to be *ridiculous* with focus chambers and sadism. Rogues are going to be finding themselves encouraged to use a pike unit for the first time in like ever, with immobilizing cosmic spears. Just a fun thought.

    #137980

    Wintersend
    Member

    Frostlings seem like they will be tough to beat. They seem to be specialized towards negating fortifications and traditional counters. Hopefully this means you’ll have to employ some unusual tactics to beat them.

    Hopefully their fast embark ability will also make dedicated sea units more useful as a possible hard or at least firm counter as opposed to the soft counter most other things will get.

    I’m trying to think from abilities what would work well, sounds like maybe actually focusing fire on the archers so you don’t get your fast troops tied down and then using fliers and cav to flank melee as opposed to dealing with archers might work well. This may also be one of the few races that you’r better off fighting in an open field than in a town. I tremble at the thought of both a frostling warlord and frostling dreadnought. Think of it, great at siege and at open field battles. Or slaughters units in sieges and deals both heavy fire and ice damage preventing most of the hard counters for either one. Esp. draconian flamers and elders.

    #137982

    Zorrino
    Member

    The Raider: Raiders are somewhat hunched over diminutive warriors not to be underestimated because of their size. They are perfectly adjusted to terrorize and plunder the softer races living in warmer climes. Like all Frostlings they have Fast Embark to surprise enemies from the water. If you think to hide behind walls or hastily made barriers think again! Their Frost Axes have the Demolisher ability, which allows them to deal 4 extra damage versus obstacles and machines, and they also have Improved Wall Climbing which means they don’t suffer any penalties when scaling a wall. Imbued with the cold energy of the Icy North their Frost Weapons deal frost damage in addition to physical damage.

    My opinion is that if they do frost damage they shouldn’t be able to wield fire of any kind, and if they do decide to pick the Fire sphere over their racial ability to do frost, then maybe there should be some kind of mathematical combination that not only will they be able to handle fire with their frost elements ability, but I believe that their frost should outweigh the fire. Meaning that they will take a penalty to do fire damage/resistance but add to the damage/resistance of frost then they normally would do. =D Same thing goes for other races that handles any form of elements, they shouldn’t be able to handle the opposite elements very well. Say a 50% reduction in the opposite elements. =D

    #137983

    madmac
    Member

    Fire Halo is a pretty expensive tech though. It costs a lot of RP.

    Also @Devs

    Is the Harpooner actually good at melee? Is this a case of a unit which is bad at melee getting pike traits to deter phasing and flying units from messing with it, it is it actually a decent fighter and have a weaker ranged attack as a result? I’m not sure if I’m looking at a razorbow, a crossbow, or a farmer, basically. Where does it lie on overall power on the scales of ranged and melee?

    My own wild guess is that they will be a high damage/short range unit, like Halfling Brew Brothers. Could easily make them play more skirmishers then traditional archers.

    #137984

    RMZ1989
    Member

    Great units, I really like them! 🙂

    I would love to see some changes to the class units depending on the race. For example, Frostling Warlord could get Yetis instead of Warbreeds or something like that. Sure it would take quite a bit of work to do something like that, but it would be super awesome. 😀

    #137986

    Hmmm, at first glance, the Frostlings look very over-powered – which is consistent with the “power creep” issue that plagues many expansions in both MMORPGs and strategy games

    Well everything is overpowered when you have a new ability before testing and such. Believe it or not, Orcs used to be op (because they just did more damage and had more hp than other class units) before the resistance malus was added.

    And the frostlings have at least two vectors of weakness. The first is fire weakness, which is bad for both fire adept/mastery, halfling archers, Draconians, Dreadnoughts, shrines of smiting, etc.

    The second is a possible hp maulus, which might only be on some of their units (since only some are bigger than they used to be).

    They also are probably not armored, which means they’ll have a net -1 defense, and thus be vulnerable to high elf archers, halfling adventurers, and other ranged physical damage units.

    So Necromancers, with the undead’s innate frost resistance, Archdruids (who get a party wide frost buff, and have horned gods with already high frost resistance), Dreadnoughts (full of fire) at least will be quite powerful against them.

    Fire weakness could be fix with a simple Fire Halo from the Master Fire Sphere

    one unit at a time, of course. flame tanks, juggernauts, helfire, the mana core, and fire dragons attack multiple units, right?

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