Bandits and Thugs?

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Stalks_death
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Bandits and Thugs?

Post by Stalks_death » August 13th, 2007, 9:59 pm

Hi, i just made a search and didn't find anything (obvious) about that issue.

As far as i remember the bandit and thug were in the knalgan alliance? Why were they removed?

I liked to play with outlaws as a theme, the bandit line served as melee fighter pretty well.

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zookeeper
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Post by zookeeper » August 13th, 2007, 10:25 pm

Thugs were removed from knalgans a long time ago. The reason most likely was that they were overpowering the faction against some others. Think how good thug is against undead (skeletons) for example.

Stalks_death
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Post by Stalks_death » August 14th, 2007, 1:59 am

Ah...blast, i didn't use the dwarves so i guess that's why i never had balance problems.

Thanks for the heads up :)

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irrevenant
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Post by irrevenant » August 14th, 2007, 9:10 am

zookeeper wrote:Thugs were removed from knalgans a long time ago. The reason most likely was that they were overpowering the faction against some others. Think how good thug is against undead (skeletons) for example.
So what do you use against skeletons now?

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zookeeper
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Post by zookeeper » August 14th, 2007, 9:32 am

irrevenant wrote:
zookeeper wrote:Thugs were removed from knalgans a long time ago. The reason most likely was that they were overpowering the faction against some others. Think how good thug is against undead (skeletons) for example.
So what do you use against skeletons now?
Probably fighters and to a lesser extent footpads. I'm not a MP expert. :P

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Cuyo Quiz
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Post by Cuyo Quiz » August 17th, 2007, 9:12 pm

irrevenant wrote:
zookeeper wrote:Thugs were removed from knalgans a long time ago. The reason most likely was that they were overpowering the faction against some others. Think how good thug is against undead (skeletons) for example.
So what do you use against skeletons now?
You packet and spam until your opponent disconnects.
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Post by Weeksy » August 17th, 2007, 10:47 pm

skeletons you have footpads and dwarf fighters. It's not as effective, but still enough to keep skelly archers well clear at all times, and give skeletons a fair fight.
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PhilipN
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Re: Bandits and Thugs?

Post by PhilipN » November 15th, 2008, 2:13 am

The footpad line of units are very useful against skellies as they can simply use their high defense numbers to avoid getting hit, offensively using their clubs against archers and their slings to attack regular skellies without retribution and defensively using their defense to escape most enemy blows while scoring some damage with their retaliation. I'm playing through the Northern Rebirth and have found that the Outlaw line is often more effective against skeletons than Thugs (which are available in that campaign, even though they aren't available in MP games), which don't have as good defense and cannot attack anything without retribution (except for DA's, which don't really appear in said campaign).

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JW
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Re: Bandits and Thugs?

Post by JW » November 15th, 2008, 2:30 am

Are you sure you're not playing as Undead? You seem to have necromancy mastered.

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Ken_Oh
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Re: Bandits and Thugs?

Post by Ken_Oh » November 15th, 2008, 3:50 am

PhilipN: Please tell us where the heck you found this thread and why you thought it was worth replying to?

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Turuk
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Re: Bandits and Thugs?

Post by Turuk » November 15th, 2008, 4:23 am

I really think that the Posted date should be in big, bold font that flashes neon if the post is more than a month old. And if it is more than a year old, the submit button should move around the screen, running from your mouse.
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zookeeper
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Re: Bandits and Thugs?

Post by zookeeper » November 15th, 2008, 10:20 am

And maybe you shouldn't reply to resurrections but instead just wait until a moderator deletes the resurrecting post. Now all we get is a locked resurrected thread. Or we could have it split, but it'd still be just as much useless forum noise.

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