WarKirby
Arty person
We're presently doing a little adjustment of the Clan of Embers, as a whole. Feedback desired. All numbers in this post are rough values, open for discussion and debate.
Unit Structure:
Clan mounted line will terminate at chariots/horsemen (wolf rider)
Ogre will be moved to Iron working, as an alternate champion. Stats will be changed.
Intended role is a living siege weapon. Clumsy and easily outmaneuvered by agile warriors up close, but good at tossing rocks, and arrows bounce harmlessly off thick skin.
Ogre Warchief will become an Immortal UU. (Divine essence)
Stoneskin Ogre will become Phalanx UU (mythril working)
Upgrade line for normal orc melee will be:
warrior > axeman > champion > berserker
Ogres will be able to upgrade to warchief or stoneskin. Both will probably have some unit-based prereq like minimum age or level, but no resource/building prereqs.
Orcs will not be able to upgrade to ogres. Similarly, ogres will not be able to become berserkers.
Other changes:
No Knight/War Chariot/Horsearcher
No cannons or arquebus. Possibly also, no catapults. Would it be too crippling in the early game to have no catapults? Ogres can fill siege needs later.
Palace mana will be changed to Fire, Chaos, Body (is currently Fire, Nature, Body).
Chaos and body will provide good magical synergy with mass numbers of living units.
Orc Slaying promotion has been increased to 30% bonus vs Orcs (really a chislev change, but still relevant). Was previously 20%
Warrens:
Warrens will become much cheaper. But not entirely beneficial. Currently, the cost is 300
This will be lowered to somewhere between 60
and 150
. feedback needed.
Warrens will give Undisciplined promotion to units built in the city
restriction of second unit not recieving free stuff that the first one gets (xp, promotions, etc) will probably be removed.
The overall aim, is to make the Clan of Embers a more fun, and flavourful race to play. Their main theme is quantity over quality, an emphasis on low-tech cannon fodder in mass numbers.
These changes may or may not make it into patch C. Feedback and discussion is needed. post your thoughts!
Unit Structure:
Clan mounted line will terminate at chariots/horsemen (wolf rider)
Ogre will be moved to Iron working, as an alternate champion. Stats will be changed.
- Melee unitcombat
- Str 8
- Moves 1 or 2 (not sure)
- -25% vs melee units (weak vs champions)
- +25% vs archery
- May possibly be able to bombard cities/ranged attack/cause collateral (throwing rocks)
- Cannot use metal weapons.
Intended role is a living siege weapon. Clumsy and easily outmaneuvered by agile warriors up close, but good at tossing rocks, and arrows bounce harmlessly off thick skin.
Ogre Warchief will become an Immortal UU. (Divine essence)
- National limit 4
- Melee unitcombat (or maybe commander ?)
- Str 14/12
- Moves will be the same as ogre, whatever is decided
- Possibly, instead of immortality, 100% withdrawal chance. Always lives to fight another day, sacrifices minions as distraction, etc
- Not buildable, must upgrade from ogre, with min level/age requirement
- No metal weapons
- May possibly be able to bombard cities/ranged attack/cause collateral (throwing rocks)
Stoneskin Ogre will become Phalanx UU (mythril working)
- National limit 4
- Melee unitcombat.
- Str 14 or 16
- Moves same as ogre
- +50% vs archery units (maybe too much ?)
- +20% city attack
- Not buildable, must upgrade from ogre. Possible minlevel/unitage requirement.
- starts with stoneskin
- Whenever it doesn't have stoneskin, will gain "Regrowing Skin" which becomes Stoneskin in X turns. (x = 2 maybe ?)
- May possibly be able to bombard cities/ranged attack/cause collateral (throwing rocks)
- No metal weapons, no building/resource requirements
Upgrade line for normal orc melee will be:
warrior > axeman > champion > berserker
Ogres will be able to upgrade to warchief or stoneskin. Both will probably have some unit-based prereq like minimum age or level, but no resource/building prereqs.
Orcs will not be able to upgrade to ogres. Similarly, ogres will not be able to become berserkers.
Other changes:
No Knight/War Chariot/Horsearcher
No cannons or arquebus. Possibly also, no catapults. Would it be too crippling in the early game to have no catapults? Ogres can fill siege needs later.
Palace mana will be changed to Fire, Chaos, Body (is currently Fire, Nature, Body).
Chaos and body will provide good magical synergy with mass numbers of living units.
Orc Slaying promotion has been increased to 30% bonus vs Orcs (really a chislev change, but still relevant). Was previously 20%
Warrens:
Warrens will become much cheaper. But not entirely beneficial. Currently, the cost is 300

This will be lowered to somewhere between 60


Warrens will give Undisciplined promotion to units built in the city
- -20% strength
- 20% miscast chance (so that it's bad for adepts too)
- -10% ranged damage limit
- recieves 50-75% more collateral damage (tightly packed hordes)
- 2% chance to turn barbarian
- 3% chance to wear off
- Will be removed when a unit reaches lv4. Will not apply to units that are not normally duplicated by warrens (heroes, national units, siege, anything non-living)
restriction of second unit not recieving free stuff that the first one gets (xp, promotions, etc) will probably be removed.
The overall aim, is to make the Clan of Embers a more fun, and flavourful race to play. Their main theme is quantity over quality, an emphasis on low-tech cannon fodder in mass numbers.
These changes may or may not make it into patch C. Feedback and discussion is needed. post your thoughts!