Lizardmen Brute pack

User avatar
Skelegonsans
Posts: 922
Joined: Sun Aug 14, 2016 7:52 pm
Location: Miguel Pereira, Rio de Janeiro, Brazil

Re: Lizardmen Brute pack

Post by Skelegonsans »

The chomp thing really isn't too "special", it's pretty much just a regular attack that goes through armor and heals the rex, in a way. considering the rex's hp will be 80 (which will make the execution limit for chomp 20), the rex's attack will probably be somewhere around 20 as well. It isn't too complicate nor too strong. Just a cool little extra to a strong cavalry unit.
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardmen Brute pack

Post by Savra »

With 80 Hp it is about as strong as an imperial knight so it should be fine as the only cavalry.
User avatar
Tankhead
Posts: 1838
Joined: Fri May 18, 2018 6:46 am
Location: United states, Texas

Re: Lizardmen Brute pack

Post by Tankhead »

Heavy Cavalry Categories
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
User avatar
Skelegonsans
Posts: 922
Joined: Sun Aug 14, 2016 7:52 pm
Location: Miguel Pereira, Rio de Janeiro, Brazil

Re: Lizardmen Brute pack

Post by Skelegonsans »

yeah but imperial knight has more than 20 attack and if these 80hp are kept the chomp would only execute units with 20hp or less. plus it has a large cooldown (4). and we can always reduce the number of hp (maybe make it like 70 or something) or even make the execution limit for chomp a flat number (like 15 or 18 or something).
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardmen Brute pack

Post by Savra »

Lower armour.
User avatar
Lynx Shafir
Posts: 1563
Joined: Mon May 28, 2018 4:24 am

Re: Lizardmen Brute pack

Post by Lynx Shafir »

Rex will have ~105hp and 8-9 cost Temple only unit. (Chomp is min is 35(hp)max-50, with CD 4.
Rex speed is 5..

If needed, Im gonna draw a 6 cost Lizard cavalry, what has mountainwalk .

.
I just discovered it has no hands, so...
Attachments
Tirex rider Bonus b1.png
Tirex rider Bonus b1.png (2.3 KiB) Viewed 4325 times
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
User avatar
Skelegonsans
Posts: 922
Joined: Sun Aug 14, 2016 7:52 pm
Location: Miguel Pereira, Rio de Janeiro, Brazil

Re: Lizardmen Brute pack

Post by Skelegonsans »

Honestly I'm kind of against that, scaledfolk have MORE than their fair share of 7+ cost powerhouse units. Black and Grey dragons alone can take on a small army of lower cost soldiers by themselves. We don't need more.

I'd say we make the rex somewhat like this. (this is not necessairly the final version. help me discuss stats by sharing your opinions)

Rex Rider (Cost: 6 / Ground unit) (counts as heavy cavalry)
Spell: Chomp. Range 1, single target, cooldown 3. Can only target living, flesh-and-blood units that have 15 or less current hp (the spell simply fails if the target has more than 15 hp). The rex instantly kills the target and heals itself by 15 hp.
Hp: 60
Range: 1
Attack: 15
Armor: 4/3
Speed: 5
Sight: 7
Bonuses: +50% vs. infantry.
Description: Only the biggest, strongest and smartest lizardmen brutes can manage to tame a rex, and even fewer can manage to ride one into combat. For the rare brutes that manage to do it, they become powerful killing machines in combat, charging into enemy ranks, their mount devouring lesser enemies while the brute kills the larger threats.
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardmen Brute pack

Post by Savra »

Cost:8
Hp:85
Arm:2
P.arm:3

That's all I see needing change. It then has high hp but lower armour since scales aren't metal or dragon.

Btw, scaledfolks have enough cavalry for now since they aren't supposed to be great a it.
User avatar
Tankhead
Posts: 1838
Joined: Fri May 18, 2018 6:46 am
Location: United states, Texas

Re: Lizardmen Brute pack

Post by Tankhead »

Ummm no
You realize Scalefolk getting Revamp right?
Scalefolk most likely get fix before this unit is in.
I say leave it as it was
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
User avatar
Skelegonsans
Posts: 922
Joined: Sun Aug 14, 2016 7:52 pm
Location: Miguel Pereira, Rio de Janeiro, Brazil

Re: Lizardmen Brute pack

Post by Skelegonsans »

Exactally my point. If scaledfolk aren't supposed to have good cavalry then why would we want to give them a tanky 8 cost cavalry unit? Especially considering they have numerous units to fit the 8+ cost powerhouse role (black dragon, gray dragon, hydra, just to name a few)? I say we take those stats I suggested up there and don't make it any stronger than that.
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardmen Brute pack

Post by Savra »

Alright we'll use those, now we have 1 unit left really and that's the spear men or spear thrower (or both)
User avatar
Lynx Shafir
Posts: 1563
Joined: Mon May 28, 2018 4:24 am

Re: Lizardmen Brute pack

Post by Lynx Shafir »

Those dragons are weak on hp and - black,(6 cost) and grey are unique.-may wasn't e wise to add playable.
Only big tank is hydra - what burns. Will be 10 cost.


And I counted the rewamp.

This T-rex is addition to Brutes, low armor(1/2) and hight hp (105)- it has its price.
Giant, cav. (Temple only)

Its second purpose is to not only dragons domain the Sc race.
If you want a real Brute cav - than I'm working on it.

All Brutes are costlier than eg orcs uruks,who may get cav too.
Have no Archer(And I want not to add any)

May Horse-rider gets removed, since comodos.
(Cav is always exposed to cheap pikemens)



Savra,
I need to polish images and make the remaining 2.
But this is on hold , till other balances and content.
No rush, no worries.

For pikemens I'm not sure if needed
(Will see after some Lizard and highborns changes)
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Lizardmen Brute pack

Post by makazuwr32 »

Both black and grey dragons won't be unique.
And against any infantry unit dragons are meatwalls because infantries will deal to them 1 damage only. You need some archers or other anti air units (or your own air) to counter these dragons.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader
Image
User avatar
Skelegonsans
Posts: 922
Joined: Sun Aug 14, 2016 7:52 pm
Location: Miguel Pereira, Rio de Janeiro, Brazil

Re: Lizardmen Brute pack

Post by Skelegonsans »

Precisely. That by itself already makes dragons be really tanky, add that to the fact that (most of them) also deal a lot of damage and have high armors and you already have powerful units that can both act as a frontline and nuke weaker enemies. Scaledfolk already have a lot of high cost tanky units and they don't really need more. Also since their cavalry is not that good it wouldn't really make much sense adding a cavalry that has a cost higher than 6 to them.
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardmen Brute pack

Post by Savra »

Here's the chomp icon.
Attachments
Chomp.png
Chomp.png (1.63 KiB) Viewed 4205 times
User avatar
Skelegonsans
Posts: 922
Joined: Sun Aug 14, 2016 7:52 pm
Location: Miguel Pereira, Rio de Janeiro, Brazil

Re: Lizardmen Brute pack

Post by Skelegonsans »

Looks legit!
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardmen Brute pack

Post by Savra »

Thx. But I didn't make that, I just found it.
User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardmen Brute pack

Post by Savra »

Alright what's left? I think we are only missing 1 unit, and this is done. Then we could work on upgrades so they an compete with the other elites at max level.
User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardmen Brute pack

Post by Savra »

Lynx Shafir wrote: Sun Jul 29, 2018 4:45 pm Lizardmen Brutes
elite and strong fighters.


The Lizard brutes are the strongest and most bloodthirsty from the Blue scaled lizardmen. .
They wear no armor and fear noting.
Its said they are the Chosen of WarGods - who protect them in battle and give them incredible strength and resistence.


Inspired from warhammer and the STG guardians.

In progress...

Cost 6
Trainable at barracks and fortress or own building? if get numbers
Lizard spiked club/Axe brute

Hp 65
Attack 16 - mellee (Tample) (5%applies stun - disable attack and move for 1turn)
Armor 1/2
Speed 3(water 1)
Sight 5
Spell res 35%
Lizard clawblade brute

Hp 58
Attak 11 (mellee - applies bleeding (3dmg/turn last 3 don't stack)
Action/turn 2(double sword)
Armor 2/1
Speed 3(water 1)
Sight 5
Spell res 35%
(Note - no bonus to building)
Lizard chain mail brute

Hp 55
Attak 14 (ignores some armor like aos chaimail unit ) 5%applies stun on attack (disable action and move 1 turn)
Range 2
Action 1
Armor 2/1
Speed 3(water 1)
Sight 5
Spell res 35%
Brute Chieftain

Leader - may race buffer Aura.

Hp 80
Cost 8 - may unique?
Attak 20
Range 1-2
Action?
Arm 1/1
Speed 3(water 1)
Sight 5
Spell res 30%
T-Rex rider.
Elite heavy cav



Hp 105
Attak 22
Arm.1/2
Range 2
Speed 5
Sight 7
Action 1/1
Spell res 70%

Ability
Chomp -
Ignores armor - deals 30* dmg to target and restores 15 hp to Rex..
CD 3



-beast rider - a mounted unit

-Spearman if needed-




Note :the Names aren't ready (indicate weapon tipe)
Perhaps change to the common race name of blue lizards/saurids, - just need to invent it. :) On task list.

May get armored upgrade in future...!!!
(Only 1 level, no golden)
Right now not needed - armor leather, bone and brass. Red scaled Shields
Switch the shield brute to aoe 1 not trample.

Give chieftain group attack 1 maybe with range 3.

Lower Trex riders range to 1, Makazuwru would say the same thing since cavalry lancers don't have 2 range.

Clawblade brute might be getting 50% bonus to infantry like some swordmasters.

Bleed might need some additions because it's too similar to poison.

Might raise the shield brutes armour a bit.

Change training place to Fort and Temple (ya, they definitely look like temple units.)

This is just a heads up to what you might be hearing when it comes time for them to be balanced, the scaledfolk race is counting on your brutes now. Or Saurids.
User avatar
General Brave
Posts: 4662
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Lizardmen Brute pack

Post by General Brave »

I will look at these more once I have fix everything.
Wise, Might, Loyalty. Forever stands Warfell.
User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardmen Brute pack

Post by Savra »

Alright, I might have a solution to lynx making another cavalry but it fits still within scaledfolk limits.
Now, since scaledfolk aren't supposed to be good with cavalry we shouldn't give them anymore ground cavalry yet since they will have:
Trex rider
Komodo knight
Monitor rider
Kobald Lord
Kobald lady
Lizardmen knight

Maybe salamander knight.

Now if you look within the scaledfolk specialty you'll notice their is a way to get an extra cavalry in:
Scaledfolk strengths:
Flying
Dragons
Cheap units
Amphibious units
Skirmishers (personally I see this as part of their strengths because their towers revolve around spear throwers.)
Poison


So new unit should be a pterodactyl rider. It's flying and we could make it similar in style to goblin bat rider only stronger.
Last edited by Savra on Sat Nov 17, 2018 4:47 pm, edited 1 time in total.
User avatar
Lynx Shafir
Posts: 1563
Joined: Mon May 28, 2018 4:24 am

Re: Lizardmen Brute pack

Post by Lynx Shafir »

Monitor rider?

What's that? :shock: An :ugeek:


For pterodactyl, I'll think about it.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardmen Brute pack

Post by Savra »

Redirected to main scaledfolk race topic.
These are the races basic mounts, the brutes would be using more prehistoric creatures though.
Last edited by Savra on Sun Nov 18, 2018 1:44 am, edited 1 time in total.
User avatar
General Brave
Posts: 4662
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Lizardmen Brute pack

Post by General Brave »

We going back back in time are we.
Wise, Might, Loyalty. Forever stands Warfell.
User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardmen Brute pack

Post by Savra »

That's what I was getting from the brutes topic I guess.

As for the main race those picks I posted would be theirs, I'll redirect them their as well.
User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardmen Brute pack

Post by Savra »

Ok, so since the trex rider is more pointed toward giant cavalry unit correct?
Then you could probably make the elite cavalry unit a Megalania rider. They are far bigger then komodos and don't have anything in common with the warhammer universe when it comes to mounts. (Games work shop is lawsuit crazy on their contents, they would be slamming their heads on the lawsuit missile button if they see a war hammer race of theirs being used in another game so we should start making some differences.)
User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardmen Brute pack

Post by Savra »

How's this? Might be a little bright.
Attachments
Lizardmen Brute raider.png
Lizardmen Brute raider.png (2.12 KiB) Viewed 3842 times
User avatar
Lynx Shafir
Posts: 1563
Joined: Mon May 28, 2018 4:24 am

Re: Lizardmen Brute pack

Post by Lynx Shafir »

Savra wrote: Tue Nov 27, 2018 7:51 pm How's this? Might be a little bright.
Nice :)

Actually I wanted to make myself (when get time) but this can work
A bit polishing
I'll make after my shield design..
I'll make stats later (no worries)

We still need a good name.


I have a half ready version for mounted skirmish I'll post it and decide after that wich position and weapon.
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
User avatar
Tankhead
Posts: 1838
Joined: Fri May 18, 2018 6:46 am
Location: United states, Texas

Re: Lizardmen Brute pack

Post by Tankhead »

Just wondering but you think the name could be better than lizardman brutes?

Blue Jaws
Raider Brutes
Or something

Like we know mithrils are dwarves.
But we wouldn't call them dwarf mithrils.
Idk hearing "Lizardman" brutes sounds weird
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
User avatar
Lynx Shafir
Posts: 1563
Joined: Mon May 28, 2018 4:24 am

Re: Lizardmen Brute pack

Post by Lynx Shafir »

Tankhead wrote: Tue Nov 27, 2018 8:14 pm Just wondering but you think the name could be better than lizardman brutes?

Blue Jaws
Raider Brutes
Or something

Like we know mithrils are dwarves.
But we wouldn't call them dwarf mithrils.
Idk hearing "Lizardman" brutes sounds weird
That name was not dedidted to spell them so
Just to reflect their race =Lizard man
And tipe brute

As for original 3 units they get the weapon and brute* marker.
-clawblade-


If got any good idea

May just copy WH /STG And change a latter *joking*
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
Post Reply

Return to “Scaledfolk”