Skaven development thread

the rat tank seems to be a bit over-priced for its stats compared to other units of similar stats.. but otherwise, they're pretty darn good!
 
rat tank (ADM: 8-7-1, BRRof: 10-1-2) is too cheap if it costs only 120. Check the price of steam tank. Besides, I have a cool excel sheet for estimating the civ-stats for warhammer fantasy units :) . I have it at home, I think I could post it in some thread tonight/tomorrow, so you can see... :)

I think that warpfire thrower should be a purely bombarding unit (attack & defence 0).

And rattling gun should have only defensive bombard.
 
cool! if you could post it that would be great!

i also meant to put on that the rat tank would require warpstone or warpstone and coal.

if warpfire thrower is purely bombardment, then it should be moved to adv. siegecraft, and that means the PWG can move to invention (mrtn thought this should be so)
 
Okay, here's the excel sheet. I've added some info on top of the sheet about how to use it. Enjoy :)
 

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Ok, here's a little preview of the irrigate. It was really fun to make!
(Flc2gif steals some of its glory)
 

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LR!, coal is a bonus resource. ;)
I'll just say that I would be much more conservative with the stats, i e make them more like the stats of the other civs, for game play reasons.
Those -1HPs would kill the civ in game, I think. On the other hand I don't think that any foot unit should move 3, especially not a starting unit.
I'd have Stormvermin at Polearms.
And the Gutterrunner as 3.1.3 at Military Training? :eek: Attack 3 there is too low, too late, the movement is too high, and, eh, I don't like the colour of your shoes. :p ;)

I want more conventional units, like a 6 attack swordsman replacement, for example.
 
Okay. here is a revised stats list

Please note:

* Rat Tank and Warplightning Cannon have shields decreased by ten (from the units their stats were based on) since they require warpstone.

* Clanrat, Nightrunner, Giant Rat and Poison Wind Globadier cheaper because they have decreased HP

* I'm not wearing any shoes ;) :p

also, how many units can be at steam power? coz i've got the rat tank, warpraider and doombringer there. one of the ships i guess could be moved to naval warfare.

another thing, which unit should be the GA unit for the skaven? i'm keen for the rat ogre :D
 

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Analyzing LR!'s stat suggestions:
Nightrunner - Well, if the skaven don't have Warrior Code from the start, then just remove the -1HP, cost 15. But if Skaven start with Warrior Code, then this should propably be a smithing offensive unit (4/3/2, 30 shields or so)
Clanrat - remove the -1HP, 20 shields cost
Stormvermin - shield up to 35...40 (25 is too cheap)
Gutterrunner - make it 6/4/2, remove the -1HP
Poison wind globadier - remove the -1 HP, cost to 45...50
Rat swarm & giant rat - remove the negative HP-bonuses
Warpfire thrower & Doomwheel - they definitely should require warpstone
Plague censer bearer - how about diplomacy :D
 
aaglo said:
Stormvermin - shield up to 35...40 (25 is too cheap)
They are rodents, you know :) Spreadding like rabbits! I mean, rats! :p

Cartesian Fart on the WH 2.1 thread said:
.Is it a good idea to attribute the warpstone or whatever its called to roads?Like the railroad to the regular game.All we have to do is make it green or whatever the warpstone look like.

Another one is that the special warpstone road[magical road or whatever]is only for the skaven civ,like building a wonder that allows this special movement.


The Civ3 railroad was one of the stupidest things I`ve ever seen. No movement cost... yeah, right.

Paradropping skaven, now thats another thing :mischief:
 
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