Scout unit for the dwarfs
Moderator: Forum Moderators
Forum rules
Before posting a new idea, you must read the following:
Before posting a new idea, you must read the following:
- Elvish_Pillager
- Posts: 8137
- Joined: May 28th, 2004, 10:21 am
- Location: Everywhere you think, nowhere you can possibly imagine.
- Contact:
Or Dark Adepts!Jetryl wrote:There's nothing quite like elvish sharpshooters vs. drakes.
Enough of them to survive, and soon you can have Liches!

It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
It'd be a very boring map that'd make scouts totally necessary. Like, I don't know, a 200x200 map with all the villages in the middle, 90 hexes away from where anyone starts. And thinking about it, you'd probably still be better off recruiting slower tougher units even on that sort of map.turin wrote:this is true on some maps, but not on all. The factions should be balanced on all maps.telly wrote: No they don't. Scout units are not necessary for game balance, you can play perfectly well just with units that only move 4 or 5 hexes. In fact most players lose so badly in multiplayer because of the gold they waste on scouts.
The major problem for dwarves without gryphons would be any island sort of maps and none of the dwarf runner/mounted units suggested so far would help.
er no. Its fighting in the water I mean thats the problem without gryphons not crossing it.Jetryl wrote:Yeah they would, so long as the islands were not separated by *deep* water. I'm suggesting the only dwarf in the race that can do 2moves/hex in water, instead of 4moves/hex, like all other dwarves.
There's nothing like flameheart vs. Dark Adept or Sharpshooter or fire drake vs. skeletonElvish Pillager wrote:Or Dark Adepts!Jetryl wrote:There's nothing quite like elvish sharpshooters vs. drakes.
Enough of them to survive, and soon you can have Liches!
"ILLEGITIMIS NON CARBORUNDUM"
Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom
Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom
I guess it's easy to implement a dwarven scout unit, but I see not having one as good from two points of view:
1) it's nice to have a race which has to use strategies different from others because they don't have any cheap fast scouts in fecund terrain - swamps and forest.
2) dwarves don't like wet and they don't like forest (as Burin the Lost keeps reminding you if you play TRoW); so such a unit would probably have to be called 'Dwarvish Pervert' or something like that...
Actually, you might have a Gnomish Balloonist or a Gnomish Diver allied to the dwarves - expensive but fun - the former able to cross all terrain slowly (2mp for everything even grassland/road, except village and castle) and the latter able to do swamp/shallow water at 2mp and deep at 4mp. Give them 6mp, so that only the quick ones are really very useful, and make them more expensive to produce than dwarf fighters and cheaper than gryphons, and low in hp.
This would then be a recruitment choice the dwarf player could make depending on terrain. The gnomes can traverse forest and swamp and sea much faster, so they'd be a viable alternative in such maps. But they're weaker and more expensive than standard dwarves.
1) it's nice to have a race which has to use strategies different from others because they don't have any cheap fast scouts in fecund terrain - swamps and forest.
2) dwarves don't like wet and they don't like forest (as Burin the Lost keeps reminding you if you play TRoW); so such a unit would probably have to be called 'Dwarvish Pervert' or something like that...
Actually, you might have a Gnomish Balloonist or a Gnomish Diver allied to the dwarves - expensive but fun - the former able to cross all terrain slowly (2mp for everything even grassland/road, except village and castle) and the latter able to do swamp/shallow water at 2mp and deep at 4mp. Give them 6mp, so that only the quick ones are really very useful, and make them more expensive to produce than dwarf fighters and cheaper than gryphons, and low in hp.
This would then be a recruitment choice the dwarf player could make depending on terrain. The gnomes can traverse forest and swamp and sea much faster, so they'd be a viable alternative in such maps. But they're weaker and more expensive than standard dwarves.
as kingfishers catch fire
so dragonflies draw flame
-GMH
so dragonflies draw flame
-GMH
Yeah, uh that's kinda basically what I am suggesting.Shundread wrote:How about a dwarven scout named "dwarven scout" or something like that. It is a dwarf that is great at moving on almost any terrain.
He'd move at full speed at most terrains, except water.
Something like move 5 or 6 would be enough for a unit like that. Simple enough, ain't it?
I think it is ok to have a dwarven scout, because he will move slower than the scouts of all the other races.