Orcs: overpowered?

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Dragonchampion
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Orcs: overpowered?

Post by Dragonchampion »

LOL. I was thinking that the orcs ar a little overpowered. They do have the most powerful melee in the gam, in my opinion, and they have NO magic users. To even them off, might I suggest giving them a magic user and lowering the melee on their troops?

EDIT: splitted from here.
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Last edited by Dragonchampion on November 14th, 2007, 8:04 pm, edited 2 times in total.
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thespaceinvader
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Post by thespaceinvader »

You've hit the nail on the head. The NORTHERNERS' (not orcs') high melee strength is balanced out by their comparative lack of ranged attacks and their lack of magic users (and low number of hits on most units). Their benefits are their cheap high powered melee units with high HP and regeneration capability. The idea is that factions are balanced, not that they're all identical. If you're finding the Northerners difficult to work with, i suggest researching a different strategy, or try a different faction. The factions as they stand are VERY well balanced.
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Post by Iris »

Splitted.
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Dragonchampion
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Post by Dragonchampion »

Ok, sorry.
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Shiver
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Post by Shiver »

The assassin is the Northerners' mage. He's just as good, if not better.
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Post by Velensk »

I'm afraid I can't see how you would find assassins as good as mages.
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Post by Shiver »

Velensk wrote:I'm afraid I can't see how you would find assassins as good as mages.
High terrain defense, lower cost, massive damage potential due to poison. They're not equivalent units by any means, but when you want to damage something on a fortified position then assassins are often the best way to go.
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Post by nebula955 »

the difference:
mage is to kill-if you fail you're often screwed
assassin is only to damage-usually you won't kill the unit, but the massive damage+poison is still quite potent

The assassin also survives better most of the time so it's much better in that respect.
They BOTH REALLY HURT units, especially those on very good defense that orcs sometimes find hard to hit.
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Post by BIG_LIZARD_PWNZ »

y35 0rc5 r 0v3rp0w3r3d

but teh 0th3r f1v3 fact10n5 r al50 0v3rp0w3red

:twisted: :twisted: :twisted: :twisted: :twisted:

50 1t 3v3n5 0ut!!!!!
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Post by Trau »

I would say the assassin operates more by forcing a unit off a hex to get healing while the mage operates more by just killing a unit. Because it is so unlikely for an assassin to actually kill someone, in highly defensible terrain no less, I much prefer mages as an assault unit because with them, you can kill the offending defender (hur hur hur. Pun.) and then occupy that delicious hex with your unit on the same turn instead of letting the opponent rotate his units in and out of the hex as they get poisoned.
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Post by Thrawn »

BIG_LIZARD_PWNZ wrote:y35 0rc5 r 0v3rp0w3r3d

but teh 0th3r f1v3 fact10n5 r al50 0v3rp0w3red

:twisted: :twisted: :twisted: :twisted: :twisted:

50 1t 3v3n5 0ut!!!!!
50 7r00, LIZARD, so true
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Post by thespaceinvader »

Dang it, how did i forget to mention assassins.

Too many 6-3 shifts this week >.< *yawn*
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Post by Nebiros »

Trau wrote:I would say the assassin operates more by forcing a unit off a hex to get healing while the mage operates more by just killing a unit. Because it is so unlikely for an assassin to actually kill someone, in highly defensible terrain no less, I much prefer mages as an assault unit because with them, you can kill the offending defender (hur hur hur. Pun.) and then occupy that delicious hex with your unit on the same turn instead of letting the opponent rotate his units in and out of the hex as they get poisoned.
Well, obviously you don't want to let the opponent rotate his units in and out of the hex. If only the northerners had some cheap (12-13 gold) thugs they could use to ZoC the hex so the poisoned guy can't get away...

Even temporarily taking one guy (of *your* choice) out of the fight is not bad, considering the assassin is not nearly as easy to kill as the mage *and* is cheaper; but if you want to *kill* someone with poison you need to block their movement first.

Northerners (IMO) are all about the ZoC - you usually have more units at the front, so you should be using them to shut down enemy mobility while protecting your own lines of retreat. That plus regen and poison = superior staying power. You don't need a drake or undead like blitzkrieg offense.

They're different units and demand different strategies, but both are useful for the same problem: dwarf guardsman on mountain. (Fire arrows work ok for that too; if you want a mage because of resists rather than because of defenses, consider the orcish archer as an alternative. He's great against HI, for example.)


P.S. Also, poison enemies at dawn so they don't chase you during the day. Especially lawfuls.
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Post by Iris »

BIG_LIZARD_PWNZ wrote:y35 0rc5 r 0v3rp0w3r3d

but teh 0th3r f1v3 fact10n5 r al50 0v3rp0w3red

:twisted: :twisted: :twisted: :twisted: :twisted:

50 1t 3v3n5 0ut!!!!!
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Post by Shiver »

Honestly, why is BIG_LIZARD_PWNZ not an admin already?
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