The Steppe Orcs
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Back from my bushwalking and back in business.
I think I will accept Temuchin's invitation to adopt the Icewind line to replace the healer I scrapped. I have edited the original unit tree post to include this. Thanks
Okay, here are the unit descriptions. Hopefully this will make clear my decisions on matters such as leveling options.
(EDIT: Stats added)
Warrior
The rank and file Steppe Orc soldier epitomizes the qualities of his clan. Hardened, resiliant and, if necessary, desperately savage. A harsh life and continuous conflict more then make up for the lack of formal training. Steppe Orcs, not known for their finesse, fight with two-handed battleaxes.
Bladesman
Those warriors who excell in the use of the battle axe are informally known to their bretheren as Bladesmen. Disregarding all flair or style, Bladesman fight with simple and brutal strength, hewing away at any foe that stands before them. Skill gained through battle only builds on what nature has already granted them.
Bladesman Massif
The first time the Massif class of warriors was encountered by outsiders they were mistakenly thought to be called 'Massives' because of their great size. In truth Massifs are named after the mountains that they are said to resemble in battle. The Bladesman type continue their use of the battleaxe.
Skewer
The Orcs of the steppe learnt early on that their battleaxes were not suitable against all foes. In accordance with this some warriors forgo further usage of the axe and take up short spears, often little more then simple sharpened stakes.
Skewer Massif
The first time the Massif class of warriors was encountered by outsiders they were mistakenly thought to be called 'Massives' because of their great size. In truth Massifs are named after the mountains that they are said to resemble in battle. Skewer Massifs often manage to obtain heads for their spears, increasing their grisly effectiveness.
Savage
It is not uncommon for warriors to dismiss the use of weapons altogether and fall back on their natural strengths, attacking enemies solely with their fists. Savages cease to use armour at all, allowing them greater speed and ease of movement but sacrificing the protection it gives.
Special Notes: The savage may choose to enter a voilent frenzy, driving home their attack until their enemy has been beaten beyond recognition. Only their own death will bring about an end to their
fearsome attacks.
Barrier
Some soldiers are given a special role, quite different from any of their comrades. Barriers carry no weapon at all, instead they enter battle with large shields. Their unique duty is to protect the wounded, patch up holes in the line and, if all looks to be lost, cover their retreating army. It has often been said by the Steppe Orcs that while the Barriers have never obtained victory, they have numerous times prevented defeat.
Rigid
As their name suggests, the Rigid are a nearly unbreakable foe. They often form fall-back positions behind the battle lines. Many a time the Rigid have sacrificed their lives, delaying the enemy while the main force recovers and regroups behind their unyielding wall of flesh, bone and iron.
Stoic
The Stoic are the greatest symbols of plain and simple endurance. They are characterized by sheer stubbornness and refusal to go down even under the heaviest of blows. Time and time again a foe has struck down a Stoic and thought him dead, only to see the hardy orc lift himself from among the corpses of the dead, raise his shield and reasume his position. Such is their resiliance that outsiders have been known to wrongly think them enfused with some the dark power of necromancy.
Special Notes: The Stoic have learned to blunt an enemies attack with short sharp strikes with the front of their shield. Thus unlike the Barrier and Rigid, they can damage enemies.
IceWind Herder
Through a process unknown to even their own clan, certain Steppe Orcs have gained a mysterious mastery over the elements of their habitat. In battle they are able to conjure up a field of lethal cold. Strangely, contact with this magical command over the elements never weakens the Herders, unlike many other known users of magic.
Special Notes: The Frost attack inflicted by the IceWind Herder is magical in nature and always has a high chance of hitting an enemy.
Icewind Drover
A Herder of sufficiant ability can become what the Steppe Orcs call a Drover, the elite of the IceWind order. With age and experience in the control of elemental magics comes increased effectivness in battle, demonstrated by a potent ability to summon forth fierce blizzards from a clear sky.
Special Notes: The Frost attack inflicted by the IceWind Drover is magical in nature and always has a high chance of hitting an enemy.
IceWind Master
Masters are a rare thing indeed, especially in a race with little aptitude for magic. There is almost never more then one in each generation and, as often as not, no Masters will emerge for decades. Those that do reach this pinnacle of their order are often of reclusive nature, as their power seperates them from the main clan. However the reasons for their estrangement also grant them great respect from their brethren.
Special Notes: The Frost attack inflicted by the IceWind Master is magical in nature and always has a high chance of hitting an enemy.
Outrunner
Outrunners provide eyes and ears to the main clan, scouting their borders and standing watch at camps. The majority of Steppe Orcs are not given to speed, thus Outrunners are drawn from among the runts of the tribe. However their small size makes them less suitable for melee fighting. For this reason they have adopted a tactics that allow them to attack from a distance, their primary weapon being a short bow. Apart from the normal uses, Outrunners train to place their arrows to weaken strong enemies or prevent weak ones from escaping.
Special Notes: being crippled slows enemies down and handycaps them in combat.
Flanker
The more experienced Flankers often take a greater part in battle then the Outrunners. Although their hit-and-run tactics rarely pose any serious danger to a healthy enemy, Flankers are the bane of any foe attempting to leave the battlefield.
Special Notes: being crippled slows enemies down and handycaps them in combat.
Striker
Strikers are a valuable support element for the Steppe forces. Greatly increased skill at laming their foes is an asset that is not to be underestimated. Many an enemy is struck down before he can recover from an arrow in the kidneys.
Special Notes: being crippled slows enemies down and handycaps them in combat.
Marauder
The Marauders are true terrors. Like Strikers, the Marauders employ a hit-and-run style. However, rather then lame foes and leave them for others, Marauders seek to deliver the killing blow themselves. They specialise in circling the battlefield, picking off distracted enemies.
Special Notes: while a unit with the same allegiance as the Marauder distracts an enemy the Marauder may fire into the back of that enemy, inflicting terrible damage.
Piercer
Any Steppe Orc wishing to lead his comrades must first prove himself in battle. Piercers lead the charge into the enemy, seeking to crash a hole in the battle lines of the foe. Their crude but often effective tactics are complemented by equally crude but effective weapons. A weight attached to a chain makes a perfectly servicable flail.
Special Notes: The Piercer's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
Juggernaut
Some of the Steppe Orcs aspiring to power realise that they have a aptitude for the charge. Abandoning the pursuit of leadership and tactical wisdom, these Juggernauts fling themselves on the enemy with utterly ferocious recklessness. In one legendary incident, an entire squad of elves scattered and ran at the sight of a single Juggernaut bearing down on them.
Special Notes: The Juggernaut's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
Spearhead
Having proven themselves in battle, Spearheads strive to learn more of leading others. Their knowledge is put to good use on the battlefield, where they direct the actions of their comrades. However often in the chaos of battle these subtleties are disregarded and the Spearheads live up to their name, leading by example. They have however learnt some restraint, complementing their flails with a standard battleaxe similar to that used by steppe warriors.
Special Notes: the Spearhead's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
Driver
The effects of experience become more then evident by the time a Steppe Orc obtains the title of Driver. They have discovered the advantages of leading from behind, hence their name as they drive their fellows before them. Despite this, Drivers are more then ready to enter the fray themselves. Often, while retaining their flail, they focus on using the axe as they are considered too valuable an asset to risk on flail charges.
Special Notes: The Driver's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
WarBringer
The greatest chieftains are titled Warbringers. They are rare, scattered throughout the history of the Steppe Orcs, few and far between. Knowledgeable in the ways of both war and peace, they are the generals of their clan. In battle they are a rallying point for their forces. However the only military leader respected by the Steppe Orcs is one who is willing to fight the same as any ordinary footsoldier. There are few warriors of any race to be found that can match a WarBringer in combat.
Special Notes: The WarBringer's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
__________
As always I would like criticism. I will happily do everything myself but obviously some outside comment would be great. It will prevent things like overpowering.
Thats all for now.
I think I will accept Temuchin's invitation to adopt the Icewind line to replace the healer I scrapped. I have edited the original unit tree post to include this. Thanks
I already intended to include the superior defence on snow. It seems that people are putting forward my ideas faster then I can type them. As for swamp, I get the impression that is supposed to be a universally unpleasant terrain, unsuitable for almost everyone with a few exceptions. (I recently had an unpleasant real-life experience with a swamp that led me to believe that fighting in one would be near impossible.)ozymandias wrote:They could have better defense ratings, especially in snow terrain, and maybe shouldn't be too bad in swamp (the tundra in summer gets muddy in places).
Okay, here are the unit descriptions. Hopefully this will make clear my decisions on matters such as leveling options.
(EDIT: Stats added)
Warrior
The rank and file Steppe Orc soldier epitomizes the qualities of his clan. Hardened, resiliant and, if necessary, desperately savage. A harsh life and continuous conflict more then make up for the lack of formal training. Steppe Orcs, not known for their finesse, fight with two-handed battleaxes.
Code: Select all
Level 1
Cost - 14 Battleaxe
HP - 37 Type: Blade
XP - 24 Range: Short
Moves - 5 Damage: 10-2
Movetype - steppebasic
(see below for explanation of steppebasic movetype)
Those warriors who excell in the use of the battle axe are informally known to their bretheren as Bladesmen. Disregarding all flair or style, Bladesman fight with simple and brutal strength, hewing away at any foe that stands before them. Skill gained through battle only builds on what nature has already granted them.
Code: Select all
Level 2
Cost - Battleaxe
HP - 45 Type: Blade
XP - 80 Range: Short
Moves - 5 Damage: 13-2
Movetype - steppebasic
The first time the Massif class of warriors was encountered by outsiders they were mistakenly thought to be called 'Massives' because of their great size. In truth Massifs are named after the mountains that they are said to resemble in battle. The Bladesman type continue their use of the battleaxe.
Code: Select all
Level 3
Cost - Battleaxe
HP - 80 Type: Blade
XP - 60 Range: Short
Moves - 5 Damage: 15-3
Movetype - steppebasic
The Orcs of the steppe learnt early on that their battleaxes were not suitable against all foes. In accordance with this some warriors forgo further usage of the axe and take up short spears, often little more then simple sharpened stakes.
Code: Select all
Level 2
Cost - Spear
HP - 45 Type: Pierce
XP - 80 Range: Short
Moves - 5 Damage: 9-3
Movetype - steppebasic
The first time the Massif class of warriors was encountered by outsiders they were mistakenly thought to be called 'Massives' because of their great size. In truth Massifs are named after the mountains that they are said to resemble in battle. Skewer Massifs often manage to obtain heads for their spears, increasing their grisly effectiveness.
Code: Select all
Level 3
Cost - Spear
HP - 80 Type: Pierce
XP - 60 Range: Short
Moves - 5 Damage: 14-3
Movetype - steppebasic
It is not uncommon for warriors to dismiss the use of weapons altogether and fall back on their natural strengths, attacking enemies solely with their fists. Savages cease to use armour at all, allowing them greater speed and ease of movement but sacrificing the protection it gives.
Special Notes: The savage may choose to enter a voilent frenzy, driving home their attack until their enemy has been beaten beyond recognition. Only their own death will bring about an end to their
fearsome attacks.
Code: Select all
Level 2
Cost - Fist
HP - 52 Type: Impact
XP - 60 Range: Short
Moves - 6 Damage: 6-5
Movetype - steppelusive (see below) OR
Frenzy
Type: Impact
Range: Short
Special: Berserk
Damage: 5-5
Barrier
Some soldiers are given a special role, quite different from any of their comrades. Barriers carry no weapon at all, instead they enter battle with large shields. Their unique duty is to protect the wounded, patch up holes in the line and, if all looks to be lost, cover their retreating army. It has often been said by the Steppe Orcs that while the Barriers have never obtained victory, they have numerous times prevented defeat.
Code: Select all
Level 1
Cost - 16 [No Attacks] (this will change soon)
HP - 39
XP - 14
Moves - 5
Abilities - (none, for now)
Movetype - steppebasic, with modified resistances:
Blade 50%
Pierce 50%
Impact 40%
Cold 30%
Fire -30%
Holy 20%
As their name suggests, the Rigid are a nearly unbreakable foe. They often form fall-back positions behind the battle lines. Many a time the Rigid have sacrificed their lives, delaying the enemy while the main force recovers and regroups behind their unyielding wall of flesh, bone and iron.
Code: Select all
Level 2
Cost - [No Attacks] (this will change soon)
HP - 50
XP - 14
Moves - 5
Abilities - (none, for now)
Movetype - steppebasic, with modified resistances:
Blade 50%
Pierce 50%
Impact 40%
Cold 30%
Fire -20%
Holy 20%
The Stoic are the greatest symbols of plain and simple endurance. They are characterized by sheer stubbornness and refusal to go down even under the heaviest of blows. Time and time again a foe has struck down a Stoic and thought him dead, only to see the hardy orc lift himself from among the corpses of the dead, raise his shield and reasume his position. Such is their resiliance that outsiders have been known to wrongly think them enfused with some the dark power of necromancy.
Special Notes: The Stoic have learned to blunt an enemies attack with short sharp strikes with the front of their shield. Thus unlike the Barrier and Rigid, they can damage enemies.
Code: Select all
Level 3
Cost - Shield Bash (this will change soon)
HP - 75 Type: Impact
XP - 60 Range: Short
Moves - 5 Damage: 3-3
Abilities - (none, for now)
Movetype - steppbasic, with modified resistances:
Blade 50%
Pierce 50%
Impact 40%
Cold 30%
Fire -10%
Holy 20%
Through a process unknown to even their own clan, certain Steppe Orcs have gained a mysterious mastery over the elements of their habitat. In battle they are able to conjure up a field of lethal cold. Strangely, contact with this magical command over the elements never weakens the Herders, unlike many other known users of magic.
Special Notes: The Frost attack inflicted by the IceWind Herder is magical in nature and always has a high chance of hitting an enemy.
Code: Select all
Level 1
Cost - 21 Frost
HP - 36 Type: Cold
XP - 55 Range: Long
Moves - 5 Special: Magical
Movetype - steppebasic, with modified resistances: Damage: 4-4
Blade 0% Staff
Pierce 0% Type: Impact
Impact 0% Range: Short
Cold 40% Damage: 4-3
Fire -20%
Holy 20%
A Herder of sufficiant ability can become what the Steppe Orcs call a Drover, the elite of the IceWind order. With age and experience in the control of elemental magics comes increased effectivness in battle, demonstrated by a potent ability to summon forth fierce blizzards from a clear sky.
Special Notes: The Frost attack inflicted by the IceWind Drover is magical in nature and always has a high chance of hitting an enemy.
Code: Select all
Level 2
Cost - Blizzard
HP - 48 Type: Impact
XP - 110 Range: Long
Moves - 5 Damage: 18-1
Movetype - steppebasic, with modified resistances: Frost
Blade 0% Type: Cold
Pierce 0% Range: Long
Impact 0% Special: Magical
Cold 50% Damage: 7-4
Fire -10%
Holy 20%
Masters are a rare thing indeed, especially in a race with little aptitude for magic. There is almost never more then one in each generation and, as often as not, no Masters will emerge for decades. Those that do reach this pinnacle of their order are often of reclusive nature, as their power seperates them from the main clan. However the reasons for their estrangement also grant them great respect from their brethren.
Special Notes: The Frost attack inflicted by the IceWind Master is magical in nature and always has a high chance of hitting an enemy.
Code: Select all
Level 3
Cost - Blizzard
HP - 65 Type: Impact
XP - 60 Range: Long
Moves - 5 Damage: 18-2
Movetype - steppebasic, with modified resistances: Frost
Blade 0% Type: Cold
Pierce 0% Range: Long
Impact 0% Special: Magical
Cold 60% Damage: 8-5
Fire -10%
Holy 20%
Outrunners provide eyes and ears to the main clan, scouting their borders and standing watch at camps. The majority of Steppe Orcs are not given to speed, thus Outrunners are drawn from among the runts of the tribe. However their small size makes them less suitable for melee fighting. For this reason they have adopted a tactics that allow them to attack from a distance, their primary weapon being a short bow. Apart from the normal uses, Outrunners train to place their arrows to weaken strong enemies or prevent weak ones from escaping.
Special Notes: being crippled slows enemies down and handycaps them in combat.
Code: Select all
Level 1
Cost - 17 Bow
HP - 35 Type: Pierce
XP - 36 Range: Long
Moves - 7 Damgae: 5-3
Movetype - steppebasic Cripple
Type: Pierce
Range: Long
Special: Slow
Damage: 2-2
Dagger
Type: Blade
Range: Short
Damage: 2-3
The more experienced Flankers often take a greater part in battle then the Outrunners. Although their hit-and-run tactics rarely pose any serious danger to a healthy enemy, Flankers are the bane of any foe attempting to leave the battlefield.
Special Notes: being crippled slows enemies down and handycaps them in combat.
Code: Select all
Level 2
Cost - Bow
HP - 48 Type: Pierce
XP - 80 Range: Short
Moves - 7 Damage: 8-3
Movetype - steppebasic Cripple
Type: Pierce
Range: Long
Special: Slow
Damage: 3-2
Dagger
Type: Blade
Range: Short
Damage: 3-3
Strikers are a valuable support element for the Steppe forces. Greatly increased skill at laming their foes is an asset that is not to be underestimated. Many an enemy is struck down before he can recover from an arrow in the kidneys.
Special Notes: being crippled slows enemies down and handycaps them in combat.
Code: Select all
Level 3
Cost - Bow
HP - 58 Type: Pierce
XP - 60 Range: Long
Moves - 7 Damage: 10-3
Movetype - steppebasic Cripple
Type: Pierce
Range: Long
Special: Slow
Damage: 5-3
Dagger
Type: Blade
Range: Short
Damage: 4-3
The Marauders are true terrors. Like Strikers, the Marauders employ a hit-and-run style. However, rather then lame foes and leave them for others, Marauders seek to deliver the killing blow themselves. They specialise in circling the battlefield, picking off distracted enemies.
Special Notes: while a unit with the same allegiance as the Marauder distracts an enemy the Marauder may fire into the back of that enemy, inflicting terrible damage.
Code: Select all
Level 3
Cost - Bow
HP - 58 Type: Pierce
XP - 60 Range: Long
Moves - 7 Special: Backstab
Movetype - steppebasic Damage: 9-3
Any Steppe Orc wishing to lead his comrades must first prove himself in battle. Piercers lead the charge into the enemy, seeking to crash a hole in the battle lines of the foe. Their crude but often effective tactics are complemented by equally crude but effective weapons. A weight attached to a chain makes a perfectly servicable flail.
Special Notes: The Piercer's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
Code: Select all
Level 1
Cost - 20 Flail
HP - 37 Type: Impact
XP - 40 Range: Short
Moves - 5 Special: Charge
Movetype - steppebasic Damage: 10-2
Some of the Steppe Orcs aspiring to power realise that they have a aptitude for the charge. Abandoning the pursuit of leadership and tactical wisdom, these Juggernauts fling themselves on the enemy with utterly ferocious recklessness. In one legendary incident, an entire squad of elves scattered and ran at the sight of a single Juggernaut bearing down on them.
Special Notes: The Juggernaut's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
Code: Select all
Level 2
Cost - Flail
HP - 54 Type: Impact
XP - 60 Range: Short
Moves - 6 Special: Charge
Movetype - steppebasic Damage: 10-3
Having proven themselves in battle, Spearheads strive to learn more of leading others. Their knowledge is put to good use on the battlefield, where they direct the actions of their comrades. However often in the chaos of battle these subtleties are disregarded and the Spearheads live up to their name, leading by example. They have however learnt some restraint, complementing their flails with a standard battleaxe similar to that used by steppe warriors.
Special Notes: the Spearhead's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
Code: Select all
Level 2
Cost - Flail
HP - 50 Type: Impact
XP - 110 Range: Short
Moves - 5 Special: Charge
Abilities - Leadership Damage: 12-2
Movetype - steppebasic Battleaxe
Type: Blade
Range: Short
Damage: 11-3
The effects of experience become more then evident by the time a Steppe Orc obtains the title of Driver. They have discovered the advantages of leading from behind, hence their name as they drive their fellows before them. Despite this, Drivers are more then ready to enter the fray themselves. Often, while retaining their flail, they focus on using the axe as they are considered too valuable an asset to risk on flail charges.
Special Notes: The Driver's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
Code: Select all
Level 3
Cost - Flail
HP - 68 Type: Impact
XP - 220 Range: Short
Moves - 5 Special: Charge
Abilities - Leadership Damage: 15-2
Movetype - steppebasic Battleaxe[/u]
Type: Blade
Range: Short
Damage: 11-4
The greatest chieftains are titled Warbringers. They are rare, scattered throughout the history of the Steppe Orcs, few and far between. Knowledgeable in the ways of both war and peace, they are the generals of their clan. In battle they are a rallying point for their forces. However the only military leader respected by the Steppe Orcs is one who is willing to fight the same as any ordinary footsoldier. There are few warriors of any race to be found that can match a WarBringer in combat.
Special Notes: The WarBringer's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
Code: Select all
Level 4
Cost - Flail
HP - 85 Type: Impact
XP - 60 Range: Short
Moves - 6 Special: Charge
Abilities - Leadership Damage: 15-3
Movetype - steppebasic Battleaxe
Type: Blade
Range: Short
Damage: 13-4
As always I would like criticism. I will happily do everything myself but obviously some outside comment would be great. It will prevent things like overpowering.
Thats all for now.
Last edited by Zhukov on January 9th, 2006, 7:21 am, edited 13 times in total.
- Temuchin Khan
- Posts: 1800
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Glad I could help.Zhukov wrote:I think I will accept Temuchin's invitation to adopt the Icewind line to replace the healer I scrapped. I have edited the original unit tree post to include this. Thanks :D
Some ideas:Zhukov wrote:(still need a good name, damnit!)
Khazaki Orcs
Rime Orcs
Saka Orcs
Tochari Orcs
Cimmerian Orcs
Harudic Orcs
Quadi Orcs
Getic Orcs
Herulic Orcs
Hevelian Orcs
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
Of that list I am inclined towards "Kazaki Orcs." It sounds slightly 'orcish' and, more importantly, it would go well as part of a unit name, eg. Kazaki WarBringer or Kazaki Savage.
Hmm, do you think you could come up with some names that sound more like something an Orc would call itself. Tolkien's "Urak-Hai" are an example of what I mean. (And no, that is not a suggestion, it is an example so, mods, don't go and lock my thread for copyright.)
I wouldn't ask if I was any good at dreaming up names myself. Unfortunately the names I think up aren't up to much.
(By the way, were some of those names inspired by something Greek, or is it just my imagination?)
Hmm, do you think you could come up with some names that sound more like something an Orc would call itself. Tolkien's "Urak-Hai" are an example of what I mean. (And no, that is not a suggestion, it is an example so, mods, don't go and lock my thread for copyright.)
I wouldn't ask if I was any good at dreaming up names myself. Unfortunately the names I think up aren't up to much.
(By the way, were some of those names inspired by something Greek, or is it just my imagination?)
- Maeglin Dubh
- Moderator Emeritus
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- Temuchin Khan
- Posts: 1800
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
I should explain that part of what I had in mind in suggesting the names that I did was to find something that would suggest a nomadic and/or barbarian culture. Some of the names were taken from Turkish or Mongolian tribes, some from Germanic tribes.
It just so happens that I started making a goblin language a few years ago. In my goblin-tongue, "Steppe Orcs" would translate into something like "Tvaqqa Isdrun". Feel free to use that, if you like it.Zhukov wrote:Hmm, do you think you could come up with some names that sound more like something an Orc would call itself. Tolkien's "Urak-Hai" are an example of what I mean. (And no, that is not a suggestion, it is an example so, mods, don't go and lock my thread for copyright.)
The word "Orc" came from Latin "Orcus", and was used to mean "sea monster" long before Tolkien gave it its current meaning of "big goblin." As to "Uruk-hai" and "Snaga" and the other names Tolkien gave to his various breeds of Orcs, I think they were probably from his imagination.Zhukov wrote:(By the way, were some of those names inspired by something Greek, or is it just my imagination?)
Check out my new book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
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I think arctic Orcs are genrally a good idea.
It sounds comical, but you could put an orc on skis.
Edit: sorry, missed the second page of posts. Looks like the dogsled was abandoned anyway.
A dog-sledding goblin has the same fatal flaw as the oft proposed chariot units. Unless their scale is about half that of normal units, they won't fit in a hex. Perhaps they are better at training, so their scouts are white wolves (without riders). I could imagine snow orcs riding yaks or musk oxen, but that wouldn't imply speed.Temuchin Khan wrote:Code: Select all
Goblin Dogsled -> Goblin Musher -> Goblin Iditarod Musher -- good in snowy plains, fastest unit of faction
It sounds comical, but you could put an orc on skis.
Edit: sorry, missed the second page of posts. Looks like the dogsled was abandoned anyway.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
As far as scout-type units go (goblin sleds, white wolves, yak riders, skiers etc etc) I do not intend to include any such unit. From the start I planned one of the overall faction weaknesses to be lack of a true scout unit. The highest movement unit is the Outrunner line, with 7 movement.
As a sort of compensation, I might make the Outrunner somewhat more combat capable then other scouts. (Not sure on this yet, still trying to balance stats, will post soon.)
If this turns out to be a mistake, I will probably turn the Outrunner line into mounted. But I hope that won't be necessary.
As a sort of compensation, I might make the Outrunner somewhat more combat capable then other scouts. (Not sure on this yet, still trying to balance stats, will post soon.)
If this turns out to be a mistake, I will probably turn the Outrunner line into mounted. But I hope that won't be necessary.
Stats have been added.
They have been edited into the above post that contains the descriptions.
Also I am using a new movetype called "steppebasic."
Note: this is not in .cfg form, not yet anyway.
And "steppelusive," this is currently only used by one unit, the Savage.
This is my first go at balancing stats, so I would really appreciate some comment and criticism on the on the ones I have posted. I realize it may be tiresome looking through a whole list of stats, but I do need some comment on this. So:
If you see something you think may be overpowered or underpowered, then tell me.
If you spot a mistake, tell me.
If I have an irregularity in there, tell me.
I think you get the point.
They have been edited into the above post that contains the descriptions.
Also I am using a new movetype called "steppebasic."
Note: this is not in .cfg form, not yet anyway.
Code: Select all
movetype="steppebasic"
Terrain Move Cost Defense(%)
Village 1 60
Cave 2 40
Cavewall - -
Shallows 3 20
Mountains 3 40
Grassland 1 50
Deepwater - -
Swamp 2 20
Sand 2 40
Forest 2 60
Hills 2 40
Castle 1 60
Snow (tundra) 1 60
Damage Type Resistance (%)
Blade 0
Pierce 0
Impact 0
Cold 30
Fire -30
Holy 20
Code: Select all
movetype=steppelusive
Terrain Move Cost Defense(%)
Village 1 70
Cave 2 50
Cavewall - -
Shallows 2 30
Mountains 3 40
Grassland 1 60
Deepwater - -
Swamp 2 30
Sand 2 40
Forest 2 70
Hills 2 50
Castle 1 70
Snow (tundra) 1 70
Damage Type Resistance (%)
Blade -20
Pierce -30
Impact -20
Cold 30
Fire -30
Holy 20
If you see something you think may be overpowered or underpowered, then tell me.
If you spot a mistake, tell me.
If I have an irregularity in there, tell me.
I think you get the point.
Last edited by Zhukov on January 9th, 2006, 7:14 am, edited 1 time in total.
- Doc Paterson
- Drake Cartographer
- Posts: 1973
- Joined: February 21st, 2005, 9:37 pm
- Location: Kazakh
- Contact:
The Barrier is in my opinion very underpowered; the cost to usefulness ratio is askew. It doesn't seem logical to me that they'd be completely unable (or unwilling?) to push back at an attacker, and that a berzerk unit would just level them without taking any damage. Would you consider giving them a moderate impact attack? It would make a lot of sense, and might make the unit more useable.Zhukov wrote:
If you see something you think may be overpowered or underpowered, then tell me.
I'd also say that the Outrider is overpowered- A 7-3 ranged for only 16 (with a higher HP than any other standard archer unit) is already unheard of, and the ability to do slow makes this imbalance even more extreme. Cutting the ranged attack, and possibly the HP, would probably be a good start.
One other small thing- Would you consider changing the name of the "Piercer?" I understand that the name describes its conceptual role in the orcish army (line-breaking, etc.), but it still seems a bit funny that it's called a "Piercer," and does impact.
These things being said, I really do like this project quite a bit, and I hope that you're able to take it all the way.
Has there been any progress with the art?
I will not tell you my corner / where threads don't get locked because of mostly no reason /
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses. -Nosebane, Sorcerer Supreme
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses. -Nosebane, Sorcerer Supreme
- Doc Paterson
- Drake Cartographer
- Posts: 1973
- Joined: February 21st, 2005, 9:37 pm
- Location: Kazakh
- Contact:
Another thing that I just noticed is that the Bladesman seems slightly underpowered, considering the stats of the unit that it advanced from. You might want to think about making the melee 14-2, and increasing the HP a bit.
I will not tell you my corner / where threads don't get locked because of mostly no reason /
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses. -Nosebane, Sorcerer Supreme
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses. -Nosebane, Sorcerer Supreme