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!

 

The following two tabs change content below.

Narvek

We’ve moved over to the paradox forums. Please come visit us there to discuss:
You can still read the collective wisdom - and lolz - of the community here, but posting is no longer possible.

Home Forums Dev Journal: The Frostling Army Core

This topic contains 133 replies, has 53 voices, and was last updated by  Seamus the Bold 5 years, 8 months ago.

Viewing 30 posts - 31 through 60 (of 134 total)
  • Author
    Posts
  • #137988

    Gloweye
    Member

    The first is fire weakness,

    Is this confirmed?

    I like the Harpooner. I guess this’ll be a single shot Archer, and I hope its both archer and pike unit. Would make frostlings pretty unique(Also, Pillar of Stylites AND focus chamber?) I also like the Wall Crushing on the Mammoth, a nice touch back to SM.

    Will more units benefit from Improved Wall Climbing? To me this feels like something rogue should have access to…maybe on Assassin’s anyway, and as a hero/empire upgrade?(Inn case of empire, working on Infantry/Irregulars, affects basic wall climbing like lucky does lucky?)

    Can we get Ice Shard as a basic hero ability on Frostling Heroes? I’ll be the first active, but I think I’d like it….

    #137990

    UltraDD
    Member

    If they follow suit of the previous game they had a strong early game army but slightly weak late game. So I wouldn’t call a race op just because their first units are truely different from the other races and unique (Hope all races got a lot of nice tuning :D).

    One weakness people are over-sighting is no resistance toward blight! Yes that damage type was always as troublesome to frostlings as fire. Frostlings probably have a nightmare clearing any site defended by undead and when bone dragons roam they are prime food :p.

    Frostlings also hate more terrains than half-lings 😉

    #137992

    Seems to me it’s like a Farmer but with throw harpoon, which I imagine (and hope) is a short ranged attack.

    So the Irregular unit = Icescaper and can freeze enemies – very useful.

    Archer = Harpoon, who can also immobilise units, and deal ice damage.

    Infantry = Raider, which seems like it will be okay as Infantry, but a nightmare if you are trying to hide behind walls. I imagine in a frontal fight, Greatswords won’t break a sweat. Frost damage as well.

    cavalry = Mammoth Rider. This was a surprise for me, as I thought it would be a tier 3 unit, but I am happy. It looks like it will be tier 2.5. Wall crushing and a better charge…

    Support = Frostwitches. They seem like they will work best with other Frostlings, allowing the cold damage to stack.

    So that’s 2 units designed to take down walls.

    This race seems to be the anti Dread race.

    At this point, I am hoping/expecting them to have universally low defence (but the Mammoth Rider to have high attack and a bucketload of hp) and resistance, because they have a tonne of abilities.

    I’m guessing the T3 is the Chariot Riding Frost Queen then.

    Exciting stuff.

    #137993

    Garresh
    Member

    Fire weakness can be considered confirmed even if the devs don’t say so..

    Trust me, its an iconic trait. It’ll probably be like draconian elemental traits but reversed.

    Wait they were good early game? I was always under the impression they were weak early game since frost witches usually took 2 turns to produce, and they were a slow race. That usually put them at a disadvantage right off the bat, but their frost pathing and other things allowed them to hold territory like a boss, and slowly creep outwards. If they didn’t get out-teched or crushed, they were absurd lategame. Doom Wolves were ridiculous, as once you hasted them and gave them floating they were like twice as fast as the next fastest unit. You could cross a medium map in like 3 turns with them IIRC, and even if they couldn’t win straight fights, I’d run the doom wolves into enemy territory, do a quick loop around their city, then run away, having frozen all their crops. I’d burn nodes and mines in my path and really just screw with everything. Doom wolves were so good.

    #137994

    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.

    I think that it will actually be Archdruids and Dreadnoughts who use them most. For Archdruids, you need summons to block your fragile hunters/support units from enemy cavalry. With harpoon throwers, you have your own pike-men who can keep up with the archers, with all the advantages that Archdruids can give to them.

    For Dreadnoughts, you can give them a medal up, and they will keep enemies away from your now a little more fragile musketeers.

    #137997

    madmac
    Member

    Trust me, its an iconic trait. It’ll probably be like draconian elemental traits but reversed.

    Wait they were good early game? I was always under the impression they were weak early game since frost witches usually took 2 turns to produce, and they were a slow race. That usually put them at a disadvantage right off the bat, but their frost pathing and other things allowed them to hold territory like a boss, and slowly creep outwards. If they didn’t get out-teched or crushed, they were absurd lategame. Doom Wolves were ridiculous, as once you hasted them and gave them floating they were like twice as fast as the next fastest unit. You could cross a medium map in like 3 turns with them IIRC, and even if they couldn’t win straight fights, I’d run the doom wolves into enemy territory, do a quick loop around their city, then run away, having frozen all their crops. I’d burn nodes and mines in my path and really just screw with everything. Doom wolves were so good.

    Pretty much how I remember things going. They were great at turtling early game, with snowscapers, good archers, concealment, ect but it wasn’t until T3 that they started exploding across the map. Mammoths, Yeti, and Doom Wolves, oh yessss.

    I’m totally down with the new Frostlings going full-viking and being an aggressive/raiding race from the start, though. It’s the playstyle they were most memorable for.

    #137999

    Garresh
    Member

    Negative resist and fire weakness would be crippling. If anything, either -defense or -hp would be more appropriate. I think -defense is the most thematic though, since they’ve always worn more furs than armor.. I don’t recall a single unit of theirs ever wearing armor actually. Raiders always carried shields, but that’s about it.

    #138000

    UltraDD
    Member

    That sounds more like Air had absurd enchantments than doom wolf being very ridiculous :). A lot of other T4 wrecked them in combat. iirc their archers had the same damage as elves (Marksman at start) and they had freeze right at start. Taking enemies out of combat was ridiculous in creeping and that ability was way less effective against high tier units.

    Ice path was good but there was a lot of domain spells for way cheaper upkeep than nowaday to keep it in check. It was a weaker blight domain most of the time. (Dread was stronger than doomwolf to push it even further.

    Running around in enemy territory was way riskier because you’d get blasted with magic storms each turn. And fliers topped the power chart in harassing. (Flying movement had like 50 upkeep per unit!)

    #138003

    Garresh
    Member

    Yeah they kinda sucked in straight fights lategame, but they were still so fast they could usually weather the storms and get out in time. Also didn’t frost witches get regeneration to help with raids? Or was that dwiggs or 1.5? I think it was 1.5 actually, but since the devs gave 1.4 their blessing and it was the same team…

    Also crops took a while to go back. Blasting the enemy lands with snow wasn’t a permanent tactic, but it was a nice way to cut their income for a little while.

    And as long as you avoided fights, you didn’t need that many doom wolves. I think like 3 got the job done. Yeah it was like 180 upkeep in mana if you decked em all out, but you could just float one to pave the waterways for them and the other 2 would follow, or have witches prepare their escape routes if needed. Also they could go in and destroy crops, and then while the enemy is chasing the wolves you could have some of their frost concealed units follow the path..it was only like 3 days of reliable concealment, but you could do a lot with that. And with seeker spam they were quite capable of sieging. Lol I played rogue before it was cool. *double pun sunglasses*

    #138007

    vota dc
    Member

    Mammoth Rider will be a single rider while other T2 cavalry have three, so it make sense, it will be just an elephant with more combat skill but weakness to polearm.

    Harpoon thrower seems a good idea with a ranged polearm. It reminds me a little the Fang Clan thugs of Hokuto No Ken.

    The demolisher skill of Raider suits other units too, expecially the ones with wall crushing. Same for improved wall climbing that suits the assassin.

    #138008

    terrahero
    Member

    They get plenty of very interesting goodies. Dwarves have some fire damage early on, while not taking an extra beating in return, in the form of the Forge Priest.
    Others are the Draconians but they take it worst then they deal it. So far all Frostlings deal some form of Frost damage, while fire damage amongst Draconians isnt as widespread and very concentrated in two units. And i think that applies to most units that inflict fire, especially early on.

    Some people mention Dreadnoughts might counter Frostlings, i seriously doubt this myself. Only two Dreadnought units inflict fire damage, both are fairly late, both start with a cooldown which allows for Frostlings to already close the distance.
    And the raider atleast deals increased damage against machines, a respectable +4.

    #138010

    Narvek
    Keymaster

    Fire weakness for Frostlings? Most definitely, consider it doubly confirmed 🙂

    About the ‘higher level units’: it’s about their role in Frostling society. Today it was the footsoldiers, the basic army as it were, and Frostlings higher up on their social ladder will come later ^^

    #138011

    UltraDD
    Member

    But engineers and spy drones have fire damage! Thats their lowest tier units :P.
    Anyway pretty sure musketeers and cannons scare everyone equally in direct battles!

    #138012

    Hellspirit
    Member

    I want bone and obsidian dragon obtainable :(.

    #138013

    Dreddenoth
    Member

    cool glad to see forstling come to AofW3 so tigrans and nomands and i will be happy. did we get combo forstlings and necromancer unit together ?

    #138015

    vfxrob
    Member

    They look excellent!

    #138016

    LordTheRon
    Member

    Ah great, the weekly journal once again doesn’t disappoint! Love the harpoons, great idea to combine pike and archer. Very nice to see the sturdy Mammoths back too.

    #138018

    Gamling
    Member

    Great! I love the mammoths, can´t wait to get one as mount for my frostling hero. I guess white wolfs will be the main mounts of the frostling heroes, the mounted archers and pulling the Queens chariot. But it would be cool if mammoths could be found as mounts.

    #138022

    RMZ1989
    Member

    Dammit, I want to play this now! I can’t wait to play Frostling Necromancer with Undead Mammoth Riders, who the hell needs Bone Collectors and Dread Reapers!?

    I also hope that you are going to change a bit more for other factions and their starting units, I know that you already are, but so far it seems that every Frostling unit has some utility and is great in all three stages of the game, while I won’t ever need Orc Greatswords, Impalers or Draconian Brutes.

    Well done so far, I love this expansion. 🙂

    #138030

    Gloweye
    Member

    Trust me, its an iconic trait.

    I know, and I’ve always found it strange.

    It’ll probably be like draconian elemental traits but reversed.

    And this is why I thought i’d be changed, until Narvek confirmed differently. After all, they’re used to the cold, but still combat it with warm clothing e.d., so why would that make them hate heat. Ah, whatever.

    I support the above Notion of the Mammoth Hero mount. Could give improved charge, wall crushing, maybe frost resist and even an extra damage point?(or 2)(We got King Gryphon for the ranged damage after all….)

    #138034

    Garresh
    Member

    Same reason that people who live in the desert stay in the shade on really hot days. Temperature is relative. I’m actually easily chilled, and very comfortable in the desert, having lived there for 2 years. But when it hits like 116F ain’t nobody going out in that. If its as cold as the lore describes in the far north, then any other race would freeze to death. Frostlings endure the cold much better, but still need some furs to help.

    And yes its ironic I prefer the heat when I love frostlings. Can’t choose my body type. 😉

    #138037

    UltraDD
    Member

    Oh deserts.. We need scorpions! They could be armored and resistant to all damage types -They are one of the most resiliant to environment effects-. And cannot be crippled down. Although they would be very vulnerable vs fast units (Maybe an ability that reduces damage if the target is above walking speed)

    #138039

    Ericridge
    Member

    mammoth riders as tier 2 cavalry? Sounds fun to me.

    I want a bunch of them and go riding!

    #138040

    ESCL
    Member

    Ah, Christmas came early. One day I’ll stop being surprised when Triumph Studios exceeds my expectations, but apparently it wasn’t today. Seeing that Mammoth made my day, and now I’m hearing higher tier “units”? What are you doing, Triumph?

    By the way, has anyone invented the “skip a week” button yet?

    #138041

    GeorgiSR
    Member

    I have a question regarding the harpoon thrower. He has polearm and throw ability but what category will be under archer pikeman or both?

    #138047

    Draxynnic
    Member

    Same reason that people who live in the desert stay in the shade on really hot days. Temperature is relative. I’m actually easily chilled, and very comfortable in the desert, having lived there for 2 years. But when it hits like 116F ain’t nobody going out in that. If its as cold as the lore describes in the far north, then any other race would freeze to death. Frostlings endure the cold much better, but still need some furs to help.

    And yes its ironic I prefer the heat when I love frostlings. Can’t choose my body type. ;)

    Plus, ever worn cold weather clothing on a hot day? As a motorcyclist in Australia that prefers not to risk gravel rash, I’ve done so on a regular basis. It’s not comfortable, and like Garresh I’m acclimatised to heat.

    #138050

    RMZ1989
    Member

    I have a question regarding the harpoon thrower. He has polearm and throw ability but what category will be under archer pikeman or both?

    Probably just Archer. Orc Black Knights have Polearm ability, they are basically cavalry that is anti-cavalry, but they aren’t considered pikeman units.

    #138054

    As a hunter unit, would harpoon throwers have animal slayer? Thematically it would be cool, but it would seem like one unit getting too many special abilities.

    Love what they are doing with the frostlings so far.

    #138063

    Wintersend
    Member

    And to add to Drakynnic and Garresh, I live in Texas and I too can tell you that wearing even warm clothing on a 100 degree+ day is awful. Forget trying to rationalize heavy furs, which are possibly flammable, the extra warmth and heat retention would make them into a frostling barbecue if they got hit with fire attacks, only thing that might be worse for that is full plate, and at least they get thick leather padding to serve as an insulator.

    #138066

    Draxynnic
    Member

    Plus, in real life humans are remarkably well adapted for the heat, especially when compared to mammals. Which proved to be an evolutionary winner when combined with the ability to grab the furs off something else, since when you’re naturally adapted to heat you can always put more clothing on to deal with the cold, but there’s a limit to what you can take off when it’s too hot. (Granted, some desert clothing can actually be cooler than nothing, but there’s still a pretty hard limit.)

    When you’re naturally adapted to the cold to begin with… fire and heat is going to be punishing. It’s probably why the cold resistance for most of them is still at the ‘wears furs’ level – it leaves them with at least some ability to respond to entering a warmer climate by dispensing with the furs.

Viewing 30 posts - 31 through 60 (of 134 total)

You must be logged in to reply to this topic.