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Leaders Guild


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AuthorLeaders Guild
for Aurelija:
To think, if I never exchanged my 360 harpooners, I would have 360k leadership worth of an uncommon dwarven unit.

Their leaderships is crazy now. I exchanged all but 11, just in case I need a few in the future ;)
I stopped using harpooners when they started to cost around 250 points. And had also exchanged them when I could weeks ago. Now they are 1032 points a piece. I just faced AI with 56 of them meaning just those are over 56k points and if I would count the rest it would probabely add up to 65+k against my 16k army, meaning over 4 times my army strength. It's okay to change the points of units but not upholding the AI to the same standards will result into this guild becoming unplayable.
Also some units have allready become unplayable due to the high costs of it, where is the fun when soon if not allready more than half of the selectable units have become unplayable?
So far this guild has become nothing but a money drain, only maybe a handfull makes a profit of it and even that is an if. Even just one loss can take the full profit away from 10+ won.
Are Harpooners over-costed because of their ability? Because that's my thought
Pretty much, mostly all support units are overpriced, especially holy casters (sea priestess with 35 hp is more expensive than a cavalry)
harpoon pull can be activated witt no shoots ?
for -Cip-:
harpoon pull can be activated witt no shoots ?

No, they need to have shots left.
They are OP because you can use 1 harpooner to pull a 10.000HP stack. Making sure that you can take retail and rush an enemy stack with everything you got in 1 turn, it's OP indeed.
Lol just read “about the game” LOL
There is everything explained...
They are OP because you can use 1 harpooner to pull a 10.000HP stack. Making sure that you can take retail and rush an enemy stack with everything you got in 1 turn, it's OP indeed.

I doubt it will be untouched as a playable unit.
just faced AI with 56 of them meaning just those are over 56k points and if I would count the rest it would probabely add up to 65+k against my 16k army,

I think you raise a very good point that the balancing is one sided, I've started to feel my enemies are stronger than before as I'm losing more
AI's harpooners do not use their harpoon ability, do they?
Not that I've seen
In that case, for AI, harpooners would be no better than master spearmen, so it's not unreasonable to face 56 of them in battle.
I do think their way of dealing with harpooners (raising their cost off the roof) is poorly thought out. A better way would be to give the ability only a chance to succeed, depending on relative stack sizes of the harpooners and the target, sort of like goblin trapper's set trap ability. That way, people would have to recruit a lot more than one harpooner if they want to have a decent chance to pull a large stack.
to all who think the reason for price increase is pull ability: its not
price depends on how many players have and use them in battle,if everyone ditches them it will decrease
Many players are using it because of the pull ability. If not for that ability, would it even see any use over the other spearmen? No.
If not for that ability, would it even see any use over the other spearmen?

Perhaps, if you have a shooter army you may choose to take harpooners since they have higher damage.
Assuming it was a reasonable price ofc
Perhaps, if you have a shooter army you may choose to take harpooners since they have higher damage.


Way to miss the point.

And no, if i had shooter army i would still not count mayhem and no melee penalty as pointless. The pull ability trumps those two because it is very reliable otherwise harpooners are shit shooters with only 4 shots.
I didn't say they were pointless though?
I'm saying that if I had the choice in my shooter army of harpooners or spearmen, I'd take the harpooners every time.
yes i see, you said you would always pick harpooners since they have higher damage than master spearmen. I think that statement in itself ignores the merits of picking spearmen which offers something very useful for your shooter army.

Assuming you picked harpooners with no pull, we are still talking about shooters with 9 initiative and 4 shots. You think your "shooter army" would benefit more from 2-5 damage per unit instead of 2-3 + chance to cripple enemy speed and initiative? If your army of shooters could use a few more attacks due to mayhem, then the 2-5 vs 2-3 difference is not even going to matter.

Not even considering that the fight will inevitably require you to melee, especially with that low initiative.
This topic is long since last update and considered obsolete for further discussions.
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