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[Wesnoth-dev] Orcish Stats:


From: Richard Kettering
Subject: [Wesnoth-dev] Orcish Stats:
Date: Sat, 9 Apr 2005 01:48:43 -0500

Based on recent discussion surrounding the Slurbow, here are my proposed changes to the northerners:

Goblin Knight:
xp 150 -> 80

• goblin direwolvers are almost never seen. Less often, even, than great mages.

Goblin Spearman
melee 4-3 -> 5-2
remove ranged attack
hitpoints 16 -> 20
cost 8 -> 7

• these units should be extremely weak in attacks. They exist only to provide a defensive "meat shield" against cavalry (and other units, but most importantly, cavalry).

Goblin Impaler
melee 7-3 -> 5-3
hitpoints 26 -> 32

• again, less attack, more shield. This is a more notable capability with this unit since these guys have a ZOC. • I had originally thought that it should be similar to the human spearman - I now know that to have been a mistake. It should be somewhat weaker.

Orcish Archer
xp 30 -> 40
hp 32 -> 30

• remember, they're cheaper than elvish archers, at least as good in melee AND can get a chaotic bonus, at times.

Orcish Crossbowman
xp 70
hp 43 -> 37
melee 4-3 -> 5-2
range 8-3 -> 7-3

• this should really take the teeth out of this unit's attack. Previously, against certain units like cavalry, it not only did the same damage as an orcish warrior, but was easier to get, and because it was using a ranged attack, had no risk in such combat.

Orcish Slubow
hp 45
melee 5-3
range 9-3

• The result of this is, sure, orcs can hire archers, but they never going to be especially good. If someone in a campaign saves a few of them for special occasions in his recall list, yes, they could be reasonably powerful compared to level-1 archers. However, this unit will be best used by hiring lots of level-1 units and using them indiscriminately, with little value put on their survival (use them to keep the grunts alive).

Orcish Grunt/Warrior/Warlord
+10% resistance to blade and impact

• These guys are the core of the faction. They should be better than most other race's melee troops, to compensate for a lack of good orcish bowmen, and to give the orcs a more unique style of fighting. These are the ones you want players (or the ai) hiring, these are the ones you want them to try and keep alive and level. They should not be the few and the proud, they should be the most common and sensible unit for a northerner to use - in any situation. Support troops for these guys should differ in different situations, but no matter what, it should always be - not an "advisable" move to hire grunts, but an almost "mandatory" one (just like hiring either archers or fighters is fairly mandatory for a elven faction, if you don't want to lose).


Other units in the tree would fit well with this without stat changes.





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