Yay !
- My favourite faction preview ! First thx to KK who put "notalotoftime" in it (well what would have been the result if he had more time
).
- Anyway, they're not the best modelled faction but they're playable and your great models (awesome trolls) are a very good start for any later upgrade
. Heavy armored units look fantastic too.
- Many good suggestions above too, I red all the posts and was happy to find N°85 page 5 to sum up all ideas before I was lost in the flow, thx !
- Some general thinking about OoMM:
0.
For tunnels, choices are scarce:
* I agree they can't build more than dirt roads so you can:
* Made it a special upgradable building for OoMM settlements giving movement/trade bonuses as for normal roads (vanilla events like "disaster" on your roads still could work but trade losses from dirt roads will be limited). A +1 siege defense bonus by level would be good too (they know they can flee to safety or receive reinforcements using hidden ways). It could have 3 levels:
- exploration/small tunnel (galleries)
- communication/medium tunnel (tunnels)
- strategic/great tunnel (undergound network)
* Give OoMM paved highways/stone roads between their initial settlements (they won't be able to build them anywhere else)
* It's also a good idea for an ancillary like "tunnel expert" who will give siege attack, siege points and management bonuses. I'll hought of it in the ancillary thread.
1.
* Nothing much to add. Perhaps about units' name... Something like "tunnel guard/wardens" or "daylight patrol" for light units guarding tunnel exits if you add/need some more customization but that's just a detail.
2.
* I'll gladly read that big post
. I agree with all ideas but I'd add that for bodyguards units their numbers could be the same as regular units, that would make goblin generals harder to kill thus preventing the usual routing chain to happen quickly.
* There is also the choice to give goblins more generals: right at the beginning, by giving them an easier "man of the hour" event = automatic promotion for any victorious captain or jst by "birth rate"). This will also prevent an early faction collapse due to the lack leaders. I believe "royal blood" system and leadership ineritance can be suppressed for this faction and any general can take the throne if vacant (means leader of the stronger tribe take command if my mind).
3.
* Unmounted wargs or skirmisher mounted wargs would be great if not to hard to be done. I'm not sure about AOR final map but having a "warg" ressource limited to some areas would be great (as for mumakil). Let's say Misty Mountains settlements (OoMM and Isengard beginning settlements with any other mountainous settlement nearby).
* You can also build them right from the beginning but in smaller numbers (increase with each building level, ex: 3 levels with 80, 160, 240 or 60, 120, 240). It'll simulate the ressouces and time needed to "organize" (mostly getting able riders in sufficient numbers) such units.
4.
* Yes they have low morale but that doesn't count if they're "entrenched" in their forts/settlements (automatic rally near flagged plazas). Add some great goblin general, one troll unit some drums and it's YOUR (player) morale that'll go down
. Plus, if defending in mountains, they'll often ge the higer ground meaning no cavalry charge at all and equal or better archery range to "rain" units below them (even elves) with anything they can throw.
* That leads to the following idea: they've the manpower so they can build low level battlefield defences very quickly. You can give some units (ligth ones) this ability (like fences/pikes for peasants in vanilla) since most of them arn't disciplinated well enough to take elaborated battlefield formations. It will add to their defensive thoughness.
* It's also a good ancillary idea: Moria drum(mer)s giving troop morale to generals spending some time in Moria (after living with the Balrog, they won't be afraid of many things
). I'll tougth of it in the appropriate thread.
5.
* Either way is fine for me but if they can capture dwarves special ballistas they'll need a new unit to use it (I believe it's some more work
).
* The other thing you can do is giving them siege points bonuses so they'll be able to build a lot of ladders/wooden towers with their large number. Even if garrison's units are strong, they can't defend all the walls and they'll just be outnumbered and forced to fight inside the city. Thus ballistas (even special ones) would be of lesser use.
That's all.