![]() Ogre Apprentice - healing (healing in this faction is at premium), finishing off, tanky enough.īull - great for achieving local superiority of levels, no upkeep, very tanky with self healing (again premium in this faction), (also what does slaves think when bunch of cows is freeing them?).ġ - Here is average default era unit strength, Ogre Hunter - I prefer Hunter over Grunt because he doesnt receive as much retail damage. Tarbynn - No upkeep + easy enough to mitigate downside, if its doing nothing it doesnt eat your upkeep and doesnt lose any hp, if its doing something then its most likely draining (with magic attack at that) too, very good resistances and dodge make it pretty hard to kill. And the graphics are gorgeous! These ogres should be part of default Wesnoth (in case the devs are planning to expand the universe in the future) - they all look very classic yet outstanding! Mechanical should be proud of them. ![]() Playing them right can be tricky at times but all of this forces one to think ahead which is essential for a strategy game. The abilities are very unique and entertaining. The era offers a new tactical challenge, which in my opinion should be more balanced in the future. Nevertheless I have a positive impression. Maybe they should stay with 1hp, so they are not that useful as they are now, once they switch sides (in fact they are free additional assets for the enemy). The slaves are the weakest point of that faction. In fact I think this faction should be more though. I had to use more than 5 units to take him down, but I don't think he's OP. The Twilight Warrior as a leader is quite powerful, especially at night, which is good. This requires a very careful planning as well as correct unit positioning and often doesn't pay off, especially when facing an opponent with capture abilities. The opposing faction consists of undead and their slaves, which is an interesting mix, but I feel they have a problem with disloyal units and aforementioned slaves trying to escape whenever an opportunity arises. ![]() Btw, I am not sure if the implementation of this is correct - the description says I should receive gold when a trapped unit is in cage for at least 2 turns, but I am not sure I did. But they also utilize the capturing mechanics directly on a battlefield which is a great idea. Ogres need to push forward at all costs to acquire gold necessary to recruit new units. The ogres' faction is strictly assault-oriented, plundering and destroying villages - this presents players with a brand new tactical opportunities. I think these mechanics put strong emphasis on map control and formations. Hi, I played the add-on this morning and I like it It offers a slightly different gameplay in comparison to traditional BfW due to unique mechanics for both factions.
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