thabob79

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  • thabob79
    Member

    Maybe great temple could reduce cost for own spells and raise cost for enemy’s that target the city (maybe upkeep too).
    Bath: maybe à buff for some turns that add morale or blight resist to units stationned in the city
    Hospital could reduce population loss from combat spells (or global)

    in reply to: Item Forge Balance #223758

    thabob79
    Member

    To be honest I don’t miss superheroes at all.

    That’s the one thing from AoW 1 that I am so glad they got rid off.

    I can’t ever honestly support hero buffs. To be honest I could get behind more varied heroes (like branching skill trees) but the item forge for me could be removed entirely and I wouldn’t miss it.

    Yeah I get some people want the superhero fantasy but this games works better as a wargame than earlier iterations which were all about your stack of doom, which meant heroes with t4 units.

    That’s one of the reasons the T4 nerf/remove crowd baffles me. T4 and heroes have never been weaker…(Which is a good thing).
    `

    Agreed
    I do enjoy heroes being leader. Heroes are strong but can be killed. For arcane forge, I very rarely use them, I usually try to enjoy my random treasure.

    in reply to: how do you beat the pirate isabella in the campaign #223752

    thabob79
    Member

    À lil late but if you intend to keep the humans humans assassins have swim and water concealed. You can do some damage with those

    in reply to: Rogue balance discussion #223746

    thabob79
    Member

    I must add that researching dark pact is not only costly in time(candles) but if you don’t plan/forget the increase in upkeep you can shoot yourself in the foot. If I recall, this is the only research that worsen economy. Bonuses are interesting but do the worth it? Can 5 shadow stalker without dark pact similar to 4 with (they tend to live à long life so I forego the building cost only comparing upkeeps).

    in reply to: Rogue balance discussion #223745

    thabob79
    Member

    Is the +1 damage from dark pact for melee only or ranged too?

    in reply to: Rogue balance discussion #222949

    thabob79
    Member

    First, canons are t3 assassins are t2, you can maintain two assassins for the upkeep of one canon. Assassins strike deal 20 physical 9 blight add some flanking its 20+ backstab 6 + flanking 2 and blight 9 + flanking 2. For a total of 39 against def10 res10. You can one hit most archers and racial irregulars 1 hit and maybe some infantry. They can also inflict severely poison for another 4 before the enemy can act (as well as bleeding, noxious vulnerability eventually.

    Yes canons are better at oblitering massed units but the assassin is more than an alpha strike (10 phy 4 blight melee attack) the canon have only one kind of attack. Canons dont retaliate on melee.

    My point was that assassin are pretty easy to use with some success for a beginner as long as you read your skills and use them.

    in reply to: Rogue balance discussion #222941

    thabob79
    Member

    IMHO assassins are good the way they are now. They are fast moving, hit like a truck from behind. Passwall let them ignore most obstacle (gold or dark pact). They have an alpha strike without retaliation.
    Two assassins alpha strike kill most if not all t2 without a sound from the front. Some unit dies even if guarding. This is pretty straight forward. After a couple of games/several combats you will find more creative way to “exploit” them.

    Your argument about assassins is good however in this case those are the battlefield kind. Those who leaves the shadow to fight for their lord. They can be concealed in à wood, appeat from nowhere, get into combat, they go back to the wood, unseen again.
    This is not that I dont like your idea (with tigran rg5 you can get assassin with sprint, just that is awesome) but that would be horribly terribly strong with the current system. You attack with assassin #1 and retreat all then you attack with #2 etc until you obliterate your enemy. (Only the unit you sélect to attack lose all MP on a withdraw.

    in reply to: Rogue balance discussion #222830

    thabob79
    Member

    My problems with bards are
    1) the slow down rogues armies, its even worse if you have explorer. They have no movement skills
    2) Minor points but they don’t have concealments skills.
    3) Except some races they are 1 hit wonders in battles (and they boost allies)

    Maybe bards could:
    A) a one per battle buff that give move like quick dash at medium range. ( but no HP)
    B) give a bonus to adjacent allies (more crit/morale/more crit damages)
    C) maybe give urban cover to supports.
    D) grant an inflict debuff to bard ranged attack
    E) be irregulars (at worst grant them true seeing)

    in reply to: Combat Survey #222788

    thabob79
    Member

    @ thabob, do you mean interactive battlefields? So thinks like bildable battlefield fortification, and also obstacles etc?

    I think there is room even within the current game for abilities based on in battle terraforming and land control.

    Yeah
    Maybe a create trap skill that let you build à trap, bear trap, pitfalls, falling log.
    For cities adding moats, oil and pitfalls might be fun.
    For siege attackers make every turn you wait “at the gate” grant à cumulative happiness malus as well as a morale and or damages to defender units. If city “rebel” during that time, it surrenders instead.

    in reply to: Combat Survey #222741

    thabob79
    Member

    For deployment, I would like to ne able to set m’y formation out of battle (maybe 3×7 hex). For tactical battle deployment, maybe a hero skill or research.
    AHR is fine as it is for me (but I understand the mp classical turn issue).
    I do miss stack of 8, even more now that heroes are great leaders.
    The Aow3 sieges are could use more options like attrition war (when attacker not strong enough to breach or dont want to lose too many troops). Maybe some traps for defenders like mines pitfalls and burning pitch.
    Ambushes for concealed units (bonus if you attack an army and you were concealed at the start of the turn


    thabob79
    Member

    It also give the enemy in the domain and enemy at the gate (if they are adjacent to city) happiness malus (-200 each) combined with incite revolt it is enough to have the city rebel.

    in reply to: Rogue balance discussion #221875

    thabob79
    Member

    Wow @garresh your wall of text from previous page were totally enlighting. You are my roguish idol. I love strategy and you are quite something!!

    in reply to: Rogue balance discussion #220888

    thabob79
    Member

    I wonder if AI is affected by nightwish at all

    in reply to: Goblin-Deity-Military upgrade useless? #220441

    thabob79
    Member

    This game put a lot of emphasis on the class. This military rg is awesome for rogues. Theocrat (crusader), warlord(phalanx) and necro(death bringer) have some uses too. It is inferior for sorcerer, ad and dreadnought. This rg is situationnal but still good.

    in reply to: Rogue balance discussion #220434

    thabob79
    Member

    Maybe nightwish could negate true sight.
    I think that rogues could have a strategic spell that grant invisibility or all concealments to a stack for 3-4 turns (might or not negate true sight)
    If you are concealed at the start of the turn and enemy don’t have true sight, your attack is an ambush. Your start closer, enemy not in guard, you have 1st turn (maybe even 0ap).
    If you have incite revolt on a city and the city give you a libération quest, instead of racial units, assassins and scoundrels help you (they are your agents for the rebellion)

    in reply to: Attacking after Retreating #219701

    thabob79
    Member

    I might be mistaken but I thought that strategy games were all about getting unfair within the rules. The partisan sphere is based on that. After playing a while, regaining used skills and running from spells are pretty much the only uses I saw of guerilla. Yes this is unfair. Is it counterable? Yes. BBB mentionned a counter. After falling prey once or twice if you expect that strategy, attack first or try to focus your cp elsewhere.

    I see 4x games as a chance to do the best with the card i’ve been dealt with.

    Happy gaming

    in reply to: Sub-Class System(s) #218653

    thabob79
    Member

    Basically mutually exclusive research?

    I like that!!

    in reply to: Proposal: More realistic city defense #218651

    thabob79
    Member

    The only way I see this working is if attackers get to starve cities out.

    Maybe enemy at the gate should be à cumulative morale penalty. As long as you have the enemy at the gate penalty, revolt/liberation become surrender, But that can take a while as revolt% are pretty low.

    in reply to: Rogue Heroes: How do you skill them ? #218174

    thabob79
    Member

    It may slightly vary pet class but usually I get assassin strike, sprint, total awareness, quick dash, and higher level sadism (and 10cp). Passwall and first strike are interesting too.
    For a stack leader I add poison knowledge (main reason to have a rogue lead), stronger than steel. Weapon finesse if usefull. If î wanna be sneaky stealth commander and urban concealment.

    I often have 5 point available “in case”, dirty half dozen, sabotage and some skills are usefull on the spot (before battle). I use rogues as swiss knives assassins.

    Btw absorb pain make wonder with a rogue, if available.

    in reply to: Races Survey and Terraria Wonders #217593

    thabob79
    Member

    Idd like more racial influence over class (already good), maybe 1-2 racial research per class or by race only, and unique race/class hero skills.
    Heroes need something because 90% of the time all heroes of the same class will end up with the same skills. À elven rogue will be pretty similar to a dwarf or goblin one. Aow is about difficult choices for me except how to level my heroes. With unique heroes skill, the game stepped in the good direction but, I think something lacking in this area.
    But overall Aow is my first tbs choice, compeditors lost in the dust. Way to go!

    in reply to: Better late than never :) Sadism is a clear OP! #217138

    thabob79
    Member

    In defensive siege vs some stack (like beacon indies attack) it help a lot if you are more melee oriented. I suspect halfling must be some major pain somewhere with that spell on. Grey guard must crit a lot too. Its efficient but pretty situationnal making OK. I see it like the “damn i’m forced to play fair” button. I usually buy it at lvl 15 ish with rogue heroes

    in reply to: Proposal: More realistic city defense #217137

    thabob79
    Member

    Giving bonus to defender is nice, giving defenders is not.

    Why is it not nice ? Explain exactly what gameplay value is there to force player to keep track of every single crow. you have dishonestly omitted everything about scout wars and how tedious it is to manage scouts all over the map every turn because that is the efficient way to deal with scouts, as opposed to leaving garri
    You clearly want pointless annoying activity in the game because it gives YOU an advantage.

    Not leaving even a tiny garrison in backwater cities is a strategic decision the defender makes that allows the game to be more complex and interesting. What do magic garrisons add? Realism? I beg to differ. If you can’t be bothered to defend a city under your protection from being razed, plundered, migrated, etc., why should the inhabitants vigorously defend themselves? The new conqueror might actually try to protect them.

    This is pretty much m’y opinion. Leaving à city defenseless is à choice, a strategy. If you lose because of this, deal with it and act accordingly. On the other hand, defensive building, spells and walls let you the possobility to leave less defender and having à chance to do something against invaders. Sometime I have a few defenders and a mobile defensive force (with roads and advanced logistic, that I love), posted in a central city from which I can reach others city within one round. So if I spot trouble I can send renforcement or liberators. Often I even left à hero behind(I play leader +3 heroes) to lead them. But if you don’t you have a stronger frontline and less defence.
    I really think that should demain à choice and not some cheesy magical defenders

    in reply to: Proposal: More realistic city defense #217095

    thabob79
    Member

    If you don’t leave defender, you can get raze by à single crow. If you leave defenders, you weakened your frontline. IMO as it should be. Giving bonus to defender is nice, giving defenders is not.

    in reply to: Heart structures as MCUs #215840

    thabob79
    Member

    Heart are kinda unique mcu, they give bonus to unit merely by being in the domain, no building required (ok that contradict mcu but…).

    in reply to: Mystical city upgrades, they suck/need changed #215586

    thabob79
    Member

    I like mcu as they are now

    in reply to: Most annoying units #215304

    thabob79
    Member

    Anything with lucky

    in reply to: Ballista! #213884

    thabob79
    Member

    I miss balista. But I see them more like défensive war machine used to attack enemy war machine from the walls. Maybe extreme range(can shoot attacker on 1st siege turn) would be great. Maybe even demolisher to counter renforced (and help against gate, which make sensé)

    But anyway, +1 for balista.

    in reply to: Brainstorming the best Goblin Rogue #212515

    thabob79
    Member

    French the land

    French it. French it good. 😀

    Ive been foiled by my autocorrector again(funny part, I speak and my correctif is set to french, its à pain to write in english because of that)

    in reply to: Brainstorming the best Goblin Rogue #212395

    thabob79
    Member

    For me water master explorer, mass assassin production worked charm. Rot for pesky corporeal undead/machines. French the land for morale bonus for troop, happiness for cities, and regen. City defense building and doctor are great for rogues too.

    With RG5 military (far but efficient), infantry and irregulars get 2blight damage and inflict weakened. Rg2 grant irregular 5 more HP, making assassins on par with others races. You can pretty easily one turn them, they are fast so logistic (ie replenish dead troops) quite easy.

    Warlord make great for assassin because of charge/melee comnand. Lion courage, last stand (defending assassin can be scary, if hé have one ap left, hé can assassin strike) and killing spree are good complément
    Druid are interesting because free movement (dont slow en too much in difficult terrain), great shooter (some support fire is Nice), some healing and boosts. And early game free animals.
    Theocrat are good because of chaplain, divine justicar and sacred arm, not to forget holy champion vs undead.
    Dreadnought are tanky, have imperial autority(morale always welcome), firebomb is fun. Not my first choice.
    Rogue are good. They can be super assassins with sprint, first strike and poidon knowledge.
    Necromancers dont fit well but are pretty independant heroes that raise their own army withcontrol undead/inflict ghoul curse.


    thabob79
    Member

    Hmm…so wait, this was two whole pages dedicated to some guy’s inability to show any self-restraint when playing an AI opponent?

    Yup
    The funnier part, IMO, is that yes you wont lose your units but you don’t kill anything when you run like that. It might stall thing while renforcement is on the way but its not that powerful

Viewing 30 posts - 1 through 30 (of 417 total)