Average Manatee
Arcane
- Joined
- Jan 7, 2012
- Messages
- 15,486
Was messing around a bit and it seems like the Assault Garrison action is wildly overpowered. Not sure if this is a new thing or it was always this way, but 1 use of it seems to kill 50-75% of the garrison if your hero has the level 3 skill and trait boosting it. Two or three turns and there's nothing left at all. This is a good solution to being forced into constant non-autoresolvable settlement battles I guess. Assault Army is nowhere near as powerful, it might deal out about 1-2 units worth of damage spread out among an army. Might be OK defensively to whittle down an enemy that is going to siege you for a few turns before assaulting?
The game mechanics heavily favor Wurrzag. His savage orcs start at 45% physical resist and +25 charge bonus and will eventually get 50% phys resist + 8% ward save + potential 30% missile resist scrap upgrade + 8 melee attack + 37 charge bonus + magical attacks for everyone + removes all enemy magic resistance + wurrzag being one of the most overpowered casters in the game + all the other normal lord orc buffs and op shit like Waagh! Basically nothing can fight him in melee and if they pick that scrap upgrade they are almost immune to non-magical ranged damage as well. Bloodletters can bypass phys resist with their magic attacks but they'll still get raped by that charge bonus due to their lack of armor. 80+ charge bonus on a 120 model unit is broken as fuck.I am playing Skarbrand right now and i can see that autoresolver heavily favours the savage orcs, could be why Wurzagg dominate everythingThe AR heavily favors Khorne armies on top of it already being massively biased towards garrisons, so it doesn't surprise me, lol.
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