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PostPosted: June 11th, 2006, 8:58 pm 
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turin wrote:
Anyway, I'm going to drop it now, since I don't really care about this faction anyway.

Good idea.

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PostPosted: June 19th, 2006, 3:15 pm 
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I think I'll just call the Wolflings. I know that's the name of the lvl3 of the shapeshifter line, so he should get a new name...

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PostPosted: June 19th, 2006, 9:23 pm 
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Wolflings sounds so weak.

I did a little research and I like "Wargs"

Context:
Quote:
Other sources believe it is derived from warg-wolf, where "warg" (or later "werg" and "wero") is cognate with Norse "varg" meaning murderer or predator and as "vargulf" means the kind of wolf that slaughters many of a flock or herd but eats only a bit. This was a serious problem for herders as they had to somehow destroy the individual wolf that had run mad before it destroyed their entire flock or herd. "Warg" by itself was used in Old English for that specific kind of wolf (see J. R. R. Tolkien's novel The Hobbit) and it was used as well for what would now be called a serial killer.


I actually like Garou better though:
Quote:
From this time the loup-garou gradually ceased to be regarded as a dangerous heretic, and fell back into his pre-Christian position of being simply a "man-wolf-fiend."

-but you'd have to change the name of that unit (maybe).

Hmm...actually I think I like Wargs more...lol, I can't decide.

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PostPosted: June 19th, 2006, 9:28 pm 
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Go with "Warg", I think.


(Or "Varg", if you don't want to feel you're copying Tolkien too much... :P)

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PostPosted: June 20th, 2006, 6:14 am 
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Vark zounds looks a lot loke varken which means pig in dutch :P So I guess I'll just take Warg then.

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PostPosted: July 4th, 2006, 2:22 pm 
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You could try naming them Howlers :P just an idea :)


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PostPosted: July 11th, 2006, 11:12 am 
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The werewolves are great against elementals and ok against shifters but they suck against the undead since they have no : range, holy , fire attacks
I wouldnt like to play them against the undead EVER :)

PS.sorry for the doublepost

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PostPosted: July 11th, 2006, 12:22 pm 
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Motrax, they are called the Warg now. (I can't change the name of the thread 'caus I'm not the thread starter).

Don't you like a chalenge? You can easily own the skeletons and such. I think the only problem you will have with undead are the Ghosts and maybe the Dark Adepts (but you can kill those of with über melee).

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PostPosted: July 11th, 2006, 6:04 pm 
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Man...it's been a long time since we updated the EOM. :(

Balance will come once the other factions are finished.

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PostPosted: July 11th, 2006, 10:34 pm 
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Motrax wrote:
The werewolves are great against elementals and ok against shifters but they suck against the undead since they have no : range, holy , fire attacks
I wouldnt like to play them against the undead EVER :)

PS.sorry for the doublepost

dont they have impact though?

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PostPosted: July 13th, 2006, 2:20 am 
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Jester wrote:
Motrax, they are called the Warg now. (I can't change the name of the thread 'caus I'm not the thread starter).

Don't you like a chalenge? You can easily own the skeletons and such. I think the only problem you will have with undead are the Ghosts and maybe the Dark Adepts (but you can kill those of with über melee).

not if u need to defend - if a skelly archer gets next to a werewolf at night he gets the first shot and no rtaliation if he is lucky enough he gets to kill a werewolf in 2 turns (ok a quick werewolf) 1vs1 and as for impact the impact attack is clearly overrated since lvl 1 and 2 werewolves attack twice with impact - thus having a very good chance to miss :P so in reality u may need even 3-4 werewolves to finish off a skelly if ur unlucky - (1 hit per wolf with a lvl 1 werewolf)

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PostPosted: July 13th, 2006, 3:05 am 
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Motrax wrote:
not if u need to defend - if a skelly archer gets next to a werewolf at night he gets the first shot and no rtaliation if he is lucky enough he gets to kill a werewolf in 2 turns (ok a quick werewolf) 1vs1 and as for impact the impact attack is clearly overrated since lvl 1 and 2 werewolves attack twice with impact - thus having a very good chance to miss :P so in reality u may need even 3-4 werewolves to finish off a skelly if ur unlucky - (1 hit per wolf with a lvl 1 werewolf)

ok there a few flaws here First off the chances a werewolf will defend first are slim because they have a better move type and more moves. Second itll take three turns at best. and yes you would need three werewolfs to take out a skell in one turn.... but assuming 1 v1 AT NIGHT its up to who attacks first... which there werewolf should. however at day this battle ceases to be close and the werewolf has a clear advantage

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PostPosted: July 13th, 2006, 9:32 am 
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Jew unit wrote:
but assuming 1 v1 AT NIGHT its up to who attacks first... which there werewolf should. however at day this battle ceases to be close and the werewolf has a clear advantage
which comes down to the point that werewolves are only good on constant offennsive( and why to send 1 weerewolf thats supposed to defend into unknown situation when dark adepts could be waiting behind the skelly archer -playing with foog of war ) + skellys are cheaper wchich means they can swarm and you cant win against a swarm - if u cant decimate it quickly :P


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PostPosted: July 13th, 2006, 1:03 pm 
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There are units of every alignment in the Faction.
Shapeshifter line is lawfull, Werewolf and Wolf Cub line are neutral and the Stalker line is chaotic.
Use that to your advantage.
Stalker line and Werewolf line both have impact attack on top of their normal attacks. Don't say that you can't take out some skeletons with that.
Also try to take into consideration their very good movementtype. They move at 1 trhough almost every terrain and have defense is also high, whihc makes them very hard to hit.

And can you please stop ending every sentence with this icon: :P ... Nothing to special but it's kind of annoying :P

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PostPosted: August 9th, 2006, 11:42 am 
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Jester, I meant to say this before, but there was an idea to add a Faerie/Pixie/Sprite type unit to the Warg to make them less uni-dimensional. This unit would have a flying movetype, be hard to hit, and would probably use Magic, Electrical damage, or both. They would be somewhat similar to the Light Spirits in the Celestial faction, but they would neither Illuminate or use Holy damage. I know your opposition to ranged attacks remains firm, but I have 2 questions:

1) Would a ranged attack fit the condition of having no ranged attacks on the "werewovles" themselves? Or is the stance actually that the faction have no ranged? (either is fine, I was thinking of a melee Magical if you're opposed to ranged, but even using Magic is still undecided)

2) Would you welcome such an addition to the faction? Right now having a mere 4 recruits quite limits the player's choices, even if there are important differences between those 4 units. The sheer lack of numbers is something I'd like to change.

-this would expand the racial profile of the faction as well as add a unit that is easier to kill, even if it is hard to hit (it will have low hp). Obviously, brainstorming still needs to be done, but I thought the initial idea was promising.


To all: please leave feedback on how you feel and think the faction plays in the Era of Myths. All feedback will be considered for future versions of the EOM!

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