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Heroes Community > Heroes 7+ Altar of Wishes > Thread: War-overlord's Post DM Haven Proposal
Thread: War-overlord's Post DM Haven Proposal
War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted May 23, 2015 03:47 PM
Edited by War-overlord at 21:37, 02 Jun 2015.

War-overlord's Post DM Haven Proposal

Warning!This is a creative excercise. This is a project to see if I can make a Sanctuary faction that I like. This is not a "What I Expect"-faction. Neither is this a "What Ubisoft should do"-faction. This is focused more on lore than on playablility.
Warning! As a creative excercise, constructive comments are appreciated. However, do not expect me to change things just because you ask me to.
Warning! This project is to be considered under construction untill I deem it otherwise

Current Events:
The proclamation of Queen Freyda's ascendancy of the throne of the Holy Empire was supported by the Dukes of Raven, Wolf and Bull on the unexpectedly soft term that Duncan would not become king, only prince-consort. Only the Duke of Greyhound would not agree, claiming the right of being his daughter Isabelle's heir, with her abdication the crown would be his. Hoping to stall for time and sweeten the deal, the Dukes of Raven and Wolf moved to have the dispute arbitrated by the Archbisshop. The seat of Archbisshop being vacant since the death of Archbisshop Randall and the high ranks of the church of Elrath were in conclave to elect a new Arch-Bisshop and purge the corrupted elements left of the Red Church of Saint Isabelle. (the Archbisshopric of Alaric was not recognised as being legitimate.)
Fearing the loss of support from the other Dukes, Queen Freyda agreed to the arbitration. By this time, unbeknownst to most, Freyda was already pregnant with her first son, Godric the Younger.
The election of the Archbissop went more quickly than anyone had expected. War and the purges of Alaric sent many a bisshop to Elrath's side and those remaining managed to quickly agree that the scholarly Bisshop of Brightwood, Oswald, would be the best amongst them to fill the seat of Archbisshop.
Archbisshop Oswald decreed that to have the crown revert to the Duke of Greyhound, was to go against the last decree of the True Isabelle and her abdication in favor of Freyda of Unicorn was legitamte. The dukes of Raven and Wolf quickly rescinded the further demands for their support they had been drafting.

The Holy Unicorn Empire was not to last long. Upon her coronation, Empress Freyda, declared that the Empire was to be named the Holy Empire of Elrathia. The most probable reason for this, was that the name The Holy Unicorn Empire, was very likely to be taken as an affront by the Elves of Irrolan. The Crowned Griffin that Emperor Nicolai flew on his banner was to remain the emblem of the Empire. Though in the heraldry of the Imperial Family, the Shield bearing the Crowned Griffin is held aloft by two Unicorn supporters.
Her second decree was to elevate the family of her uncle, Lord Adrian Caldwell (whom the Empress herself had been forced to slay in the name of the False Queen), to be the new Dukes of Yorwick. Upon which the new Duke Richard took the white boar's head of his family crest and renamed it the Boar Duchy.

Before Arantir's assault upon Stonehelm in the days before the coming of the Dark Messiah, his armies were built upon the campaign he waged amonst the Free Cities of the East. This war sent great waves of refugees from the Eastern Cities flooding into the new Holy Empire.
Most of these refugees settled reasonably well within the Empire, filling the vacancies left by the last war. As a sign of good faith, Empress Freyda allowed these refugees to continue to worship Ylath. Together with Archbisshop Oswald, the Empress officially recognised the worship of Ylath as a sanctioned religion, second to the worship of Elrath.
While it is still debated if the consequences were forseeable, soon after the Sanction of Ylath a great number of people flocked to worship the God of Air. Sometimes entire villages converted over night. Roughly 3 out of 10 humans are estimated to worship Ylath. Such high numbers suggest that many people of never truly converted to Elrath and paid only lip service at compulsory church attendance.
Archbisshop Oswald has shown no desire to convert those who worship Ylath and has actively excommunicated several priests who tried to forcfully convert others. The Archbisshop ostensibly reasons that the Salvation of a Man's Soul is his own responsibility. Further more, he's been said to argue that the centuries of Ylath worship before Brian Falcon's conversion had done Humankind no disfavour and there is no reason to assume it will do so now. Needless to say that this has made the Archbisshop enemies among his more zealous peers, but the Empress has so far shown to greatly appreciate the Archbisshop's point of view.

We now write the year 990 and word hath come that the Dark Messiah hath come to Stonehelm.

Haven Units


Core

Footman > Squire
(Footman) The cliché is true, Footmen are the backbone of the Imperial Armies. T'is very rare for armies to be mustered without it including several regiments of Footmen. Recent influxes of refugee-volunteers has led to the adoption of smaller shields and fewer pieces of metal armour, in order to equip all men in times of scarcity. Though less armoured than they used to be in previous wars, Footmen make up for this in agility.
(Squire) Before the adoption of Footmen troops, Squires were Knights-in-waiting, attending senior noblemen. However since the crowning of Ivan of Griffin, many young noblemen took to battle themselves, armed with sword and armour taken from their family's armouries, in order to make a name for themselves thusly. Since then, Squires have become Footmen who are armed of their own accord, most often resulting in much better armours and weapons compared to mustered troops. Many Squires are still sons of noblemen, trying to make a name for themselves and earn knighthoods, though now they rub shoulders with yeomen, mercenaries and household guards.
Abilities: Swordsmanship [Basic + Upgrade]: Swords are less cumbersome and unwieldy than spears and skilled swordsmen can often follow up one attack with another. Part of good swordsmanship is innate ability, but a larger part is vigorous training. As part of their training, all Footmen are required to duel and spar with one anohter to become experienced swordsmen. [There is a 50% chance that this creature will attack a second time]
Shielded [Upgrade]: Squires are still able to afford larger shields, with which they can protect themselves from arrows, bolts and the like. Nowadays, round shields are more popular amongst the soldiery. They do not provide as much protection against arrows as the heater-shields common in the Griffin Empire, but do they allow for easier parrying. [This creature recieves 30% less damage from non-magical shooting attacks.]
Specifics: Assault
Dwelling: Barracks > Garrison

Crossbowman > Marksman
(Crossbowman) For centuries the armies of the Holy Empire have relied on the regiments of Crossbowmen to give them support from afar. Though the crossbows themselves have gotten more complex and powerfull and therefore more expensive, over the centuries, the basic principle of the weapon has remained the same. The use of a crossbow is very easy to learn, which makes the levying of a Crossbowman regiment an easy and fairly speedy process. This ensures the use of Crossbowmen for centuries to come, unless someone were to invent a more powerfull weapon that can be learned with similar ease.
(Marksman) The ease of use of a crossbow does not withstand the benefits of practice and Marksmen are it's living proof. There are countless tall tales of master Marksmen abound, but their basic truth, that Marksmen can shoot more accurate over longer distances than normal Crossbowmen, remains standing. In times of old, Crossbowmen who would become Marksmen were, among other things, required to shoot down two birds with a single bolt. Nowadays, such frivolities have fell into disuse, but the rigorous tests of skill are still required to be promoted to Marksman.
Abilities: Armour Piercing[Upgrade]: People of the Empire are fond of recalling that in the olden days, Crossbows were able to pierce Dwarven Marble. This is untrue and it is most likely to blame on Human fondness of thinking that everything in the past was better. Then and now, Crossbows were capable of piercing steel armour and armour of rarer metals when aiming for weak spots. As such, Marksmen are extensively tutored by Blacksmiths and Castellans on the crafting and use of armour. So they can use their knowledge to find and shoot at the weak spots in the armour of their enemies. [The creature ignores 50% of the target’s Might Defense]
Specifics: Shooter
Dwelling: Crossbowmans Tower > Marksmans Tower

Alphyn > Silvermane Alphyn
(Alphyn) In the civil war that preceded the crowning of Ivan Griffin, Dire Wolves were extensively used as war-beasts. The many losses among the Dire Wolves cut deeply into the breeding stock and the tame Dire Wolf population never truly recovered. Imperial kennelmasters discovered, unfortunatly not quick enough, that Dire Wolves were suffering from extensive inbreeding. Birth defects were very common and crossbreeding with hounds and feral wolves could not alleviate the damage already done. Healthy Dire Wolves became a rare and precious thing. The shock was therefor all the greater when a Chimera Magus presented Alphonse of Wolf, heir to the duchy, a pack of Alphyn, named after him, as a present when he wedd Natasha the daughter of the Raven Duke. A magical hybrid of Dire Wolves and Ravens, Alphyns have since become increasingly common as hunting- and warbeasts.
(Silvermane Alphyn) Often having two nests a year, Alphyn have proven to be able to build a faster growing and more stable breeding population and if need be, they could be magically synthesized. Though precautions are being taken not to repeat mistakes of the past. Breeding programs have been set up to breed Alphyns that approach the Silverbacks of old. Results have been reasonable, given the circumstances, though the great durability of the Silverbacks is likely something impossible given the fact that Alphyn are part bird. The bulkier results of these breedingprograms are called Silvermane Alphyn, named for their manes of silver feathers.
Abilities: Coursing [Basic + Upgrade]: Being crossbred with Ravens, results in the fact that Alphyn have a less keen sense of smell, but a much greater sense of sight. Alphyn chase down prey it can see and are pretty relentless when doing so. As such Alphyn coursing has become a popular form of hunting amongst the imperial nobility.[Creatures attacked by (Silvermane)Alphyn are marked. (Silvermane)Alphyn can move 2 extra squares when attacking a marked unit]
Specifics: Fragile Damage Dealer, upgrade gets a significant defensive stat-boost
Dwelling: Alphyn Kennels > Silvermane Kennels

Spearman > Halberdier
(Spearman) The use of shields alongside their spears, made sure that the Sentinels of old always used rather short spears. They had to be able to use them with one hand afterall. And soon enough the ample enemies of the Empire learned that for all their heavy armour, Sentinels had very great difficulty with holding formation against a well exectued charge. After the ascendancy of Ivan Griffin, Sentinels fell into disuse, save for town guardsmen. They were eventually replaced by Spearmen, such as the famed regiment of Sir Tolliver, whose long two-handed spears stood much better against charging enemies. Inadequate protection led to a great many Spearmen being slaughtered during the War of the Gray Alliance. With new regiments being in training still and low in number led to the recruitement of Peasant Militia corps during Isabelle's War. Better armoured and well drilled, the Empire can now field a new generation of Spearmen again.
(Halberdier) Though Halberds are not a new invention by any means, the large scale adoption by the Holy Empire is. The addition of a second spike and an axe-blade to a spear makes for a versatile weapon, though also one that needs to be learned how to be wielded well. The Halberd's great breakthrough came at the tourney that the Nilshaven City Council had organised in 959 YSD to celebrate the building of the new City Hall. Sir Berchtold, member of a small baronial house in the Wolf Duchy, won the free-for-all foot-melee with his Halberd, defeating over half of the total participants. Ever since Sir Berchtold had been pleaded by many noble families and city councils to train their elite Spearmen, Sentinels and Legionaires to become Halberdiers. Though Sir Berchtold is now too old to wield a Halberd himself, his pupils have spread throughout the Empire and are raising ever more regiments of Elite Halberdiers.
Abilities: Spearwall (Basic + Upgrade): Even the most bewildered recruit instinctively knows what to do when holding a long spear and some enemy is charging at you. You put the spear in front of you, sharp end first, and try to impale the enemy. And even the most battlecrazed Orc knows it is a stupid idea to charge headlong into a formation of Spearmen. They still charge in, but hold back long enough to stop their momentum before attacking the Spearmen. [All benefits from moving before attacking are negated when attacking this unit]
Scrum Fighter (Upgrade): The swords Halberdiers have hanging by their sides are ceremonial and rarely get used. Halberdiers, despite the lenght of their weapons, are surprisingly effective fighters when packed into tight scrums. Their lethality even in the tightest quarters has led to the popular saying: "Deadly as a Halberdier in a barrel". Halberdiers are at their best when fighting tightly packed, the length of their weapon proves no hindrance and they are even known to swat arrows out of the air occasionally. [When this creature has a unit standing adjacent to it, friend or foe, it has a 30% of negating any non magic attack]
Specifics: Defensive Melee
Dwelling: Guardhouse > Armoury

Archer > Longbowman
(Archer) In many peasant villages the crossbow was never adopted. Some lacked the funds or the resources, others lacked the expertise to build them, and still others adopted them but abandoned them nontheless. In such villages, the peasants and yeomen use bow and arrow when they hunt or defend their villages. During Isabelle's War, some lords fielded peasant Archers when Crossbowmen were not available. Some of those lords came to appreciate the Archers and the different advantages they have over Crossbowmen and still field them today. Not many professional soldiers specialize in archery, so most of the Archer regiments still consist mostly of levied peasants.
(Longbowman) Allong the borders of Irrolan, in the Stag and Unicorn/Boar Duchies, Archers have tried for ages to match the skills in archery of the Elves. They never truly succeeded, but they did develop the Longbow in an attempt to immitate the Elven bows. Men who train in the use of a Longbow are more often than not better shots than normal Archers and most Crossbowmen. This makes them highly desireable as mercenaries and Longbowmen companies are therefor no rarity. They also fuel the popular debate amongst Human tavern patrons of: "Who is better a Longbowman or a Marksman?"
Abilities: Arcing Shot [Basic + Upgrade]: It takes great practice to shoot a bow well. Especially over greater lengths, as Archers will have to shoot in an arc to cover the distance. A small recompense for the difficulties for such shooting is that taking cover isn't quite as effective as most arrows will come from an above angle.[Creatures shot by this unit only gain half benefits from cover and standing behind castlewalls]
Scatter Shot [Upgrade]: Longbows are more powerfull than most other bows. The man shooting one must be strong and trained to do so, but the longer range and greater piercing potential of the arrows is generally worth the training. A skilled Longbowman can even draw several arrows at once. They are less powerfull and less accurate, but the veritable hail of arrows is a menacingly effective maneuver. [damage is inflicted to all targets (including friendly creatures) located within the selected area (3 by 3 tiles). The amount of damage inflicted to each creature is half the damage of a normal shot (activated ability).]
Specifics: Frailer shooter with AoE on upgrade, significantly cheaper than Crossbowmen
Dwelling: Fletcher > Bowyer



Elite

Brother Militant > Templar
(Brother Militant) The horrors wreaked by the Alaric and the Red Church still fresh in memory and the often blatant abuse of power of clergymen in the military and inquistition of the more distant past known, Archbisshop Oswald set out to remedy this potential source of corruption. By his decree, the only clergy who are allowed to take to battle are members of the Militant Orders. These soldier monks, or Brothers Militant by their correct title, are sworn to bring Elrath's Light to all evil-doers by means of their blessed warhammers. In order to be allowed to do so by their Abbot Commanders, Brothers Militant have to swear to never speak to anyone other than their fellow Brother and they are further more forbidden to perform any and all other priestly duties, save their waging of Holy Battle. These silent monks, save for the battle hymns they sing before battles, are a very different kind of terrifying when compared to the Inquisitors and Zealots that joined the armies during Isabelle's War.
(Templar) Templars are Brothers Militant who have shown themselves trustworthy and of the right temperament. Once promoted Templars are once more allowed to speak to laymen and non-militant clergy. Furthermore, the Templar are also again allowed to Lay Hands and perform last rights. This makes the Templar slightly schizofrenic in the eyes of laymen, calm, thoughtfull and kindly people in normal circumstances, but every bit the zealous warrior as their silent brethren on the field of battle.
Abilities: Smiting Hammer [Basic + Upgrade]: Brothers Millitant carry their Blessed Hammers with them into battle, where they are used to smite all evil creatures (and Orcs) off of this world and bring them salvation in blessed death. Blessed Hammers are a tool of Elrath's Justice. Even a Brother who breaks the strict rules of their orders, will be given Elrath's Justice by ways of his own Hammer. [When attacking a unit associated with the Inferno, Necropolis, Dungeon or Stronghold (evil) factions, the creature will do an extra X light damage]
Lay Hands [Upgrade]: Priest of Elrath have always been able to heal others by way of Laying Hands. When a priest lays his or her hands on the wounded, sick or cursed, the Light of Elrath's Mercy flows through them.[The creature can completely heal one unit from the target friendly stack and dispel all negative magical effects from this stack. (activated ability)]
Specifics: Assault-Support
Dwelling: Monestary Barracks > Commandry

Cavalier > Champion
(Cavalier) If the Footmen are the Backbone of the Imperial Armies, then surely the Cavaliers are the Hammers of the Imperial Armies. Few things can smash an enemy formation apart as well as a good cavalry charge. Cavaliers are most often made up by the sons of Noblemen trying to make a name for themselves and the sons of merchants trying to earn themselves a knighthood. Their wealth allows them to buy themselves fine horses and excellent armaments with which to ride down the enemies of the Holy Empire.
(Champion) Many Champions that rode in the armies of the Red Church swore their oaths of personal fealty in the mistaken belief that they were to become the royal honour guard. Those who survived were greatly shamed that they had been willing pawns in a Demon's deception. For some, the shame was too much to bear and they committed suicide, others became flagellants. But most of them swore that they would pay pennance by redeeming themselves in the field of battle. Now Champions strive to be the most exemplary soldiers of the Empire, the young men who have joined the champions of old will not be second to their elders.
Abilities: Jousting [Basic + Upgrade]: The Joust serves not only as sport of high honour amongst the gentry, but it also serves as battle training for the Imperial cavalry. By jousting, a Cavalier will learn how to wield his lance with accuracy at high speed. Taking the blows from his opponent will harden him. And it builds a bond of brotherhood with his fellow Cavaliers. A good jouster is a fierce opponent on the battlefield. [Creature gets a 5% bonus to damage it inflicts during attack for each tile it covered on the battlefield before the attack.]
Chivalry [Upgrade]: Chivalry is the code of conduct for the warrior nobility of the Holy Empire. By all means, a nobleman should be chivalrous, but the harsh reality of the world often results in a nobleman abandoning the Chivalric Ideal and acting pragmatic and even dishonourable. Champions, who try to redeem themselves by their noble efforts, will go to great lengths to never stray from the Chivalric Ideal. It would be a greater shame to disobey their commands, but acting unchivalrous, such as attacking the weak, will fill a Champion with self-loathing. A self-loathing that can only be cleansed by exterminating evil and by the assurance of the holy light. [This creature will get a morale penalty for attacking debuffed non-evil enemies. This creature will get a morale buff for attacking evil enemies and for every light spell cast]
Specifics: Heavy Assault [Large]
Dwelling: Jousting Arena > High Court of Chivalry

Peryton > Dire Peryton
(Peryton) Peryton are engimatic creatures, there is no record or memory of them existing before 566 YSD, the year Brythigga burnt down. It is said that the first Peryton was seen nuzzling the ash of that very same fire. For a while it was thought that these raptors with their stag heads were manifestations of the Elven grief over the Mother Tree, but even the most grief-enraged elf does not match the foul temprament of a Peryton. Some years later, housebroken peryton were paraded by the supporters of Seamus of Stag as totems of his legitimacy to the Imperial Throne. The imagery of a raptor with a stag-head was almost too perfect. When Ivan of Griffin ascended the throne, many of Seamus' backers were left with their Peryton, knowing not what to do with the great beasts. It is said that the kennelmaster that came with the idea of training Peryton for hawking was a descendant of Lorhish, though this was never proven. Though the initial name of Perytonning never caught on, the use of Peryton as if they were oversized hawks and falcons did. Now in these dire times, these hunting-beasts are used to hunt down the enemies of the Empire.
(Dire Peryton) Dire Peryton are known to the Dwarves of Grimheim as Raindeer Peryton, but that name isn't very popular further south. Their antlers and goat-like beard are their most notable features, but Dire Peryton are also hardier than their southern relatives. Adults are nearly the size of Griffins and wild Dire Peryton are known to attack mammoths in flocks.
Abilities: Carry off [Basic + Upgrade]: Peryton are known to carry off their prey to their perches. So when one finds a tree littered with bloody, mangled corpses, chances are one has stumbled across a Peryton's favorite perch. Trained hunting peryton carry their prey back to their masters. War Peryton still try, but often tend to drop their heavy armoured opponents. Though for those who survived the initial attack the drop tends to kill them anyway. [ This creature may use this ability on any Core or small creature within movement range, the target gets reduced by the number of Peryton attacking. A new stack of the target unit gets created from those taken away the following turn on a random tile within 9 tiles of the starting position and get dealt 120% of the Peryton's Max damage. The Peryton lands on a random free tile at the end of the turn the stack is created. (activated ability)]
Specifics: Cheap, frail, fast and numerous damage dealers [Large]
Dwelling: Peryton Perch > Peryton Eyrie

Bard > Skald
(Bard) After Brian Falcon decreed that his subjects worship Elrath, many worshippers of Ylath left the Empire and created their own independant territories. But a defiant handfull remained and worshipped Ylath in secret while paying lipservice to Elrath. In those days, priests of Ylath would visit these people disguised as Bards. They would sing in taverns and inns at night, a secret message in their song, and lead worship in secret the next morning. Nowadays Bards and priests of Ylath are virtually interchangable. All priests train their singing and music and perform as Bards. And 19 out of 20 Bards are also priests of Ylath. Playing their lutes or occasional other instruments, Bards can conjure up razor winds and cloudy claws by the playing of certain chords known only to them.
(Skald) The title of Skald harkens back to ancient times when they were the Warpriests of Ylath. Nowadays Skalds are warrior Bards, skilled equally with song and sword. The warsongs of a Skald will inspire able bodied men to take up arms and fight the good fight. The songs of eulogy can make the most hardened veteran cry silent tears. Even their swords sing a deadly song of their own.
Abilities: Inspiring Presence [Basic + Upgrade]: Not bound by the decrees of the Church, Bards are free to accompany the armies of the Empire. Soldiers welcome them gladly, even those who do not worship Ylath. For Bards ensure that nights are filled with song and levity, they save up their rations of wine or beer for the night a Bard visits their fire. Even the sound of a lute on the wind may boost the morale of a soldier. [Any friendly creature within a 4 tile radius of the unit recieves a morale boost]
War Training [Upgrade]: Skalds are trained to defend themselves as good as any soldier. It is not their job to take the fight to the enemy, it is their job to inspire actual soldiers to do so. But when struck, a Skald will fight back as good as any soldier he inspires [This unit does not suffer a melee penalty on retaliation]
Thunder Horn [Upgrade]: Only Skalds may blow a Thunder Horn, which is a good thing, for only they are taught how to do so propperly. When blown correctly, a Thunder Horn will summon a thunderstorm that darkens the sky and fills men with dread. Only Ylath knows where lightning will strike, but it will strike true.[ When used a random enemy unit is struck with the Lightning Bolt spell. The unit struck and the 3 nearest enemy units suffer a morale penalty (activated ability)]
Specifics: Ranged Support.
Dwelling: Lightning-struck Tree > Shrine to Ylath



Champion

Angel > Angelic Avenger
(Angel)
(Angelic Avenger)
Abilities:
Specifics:
Dwelling:

Griffin Rider > Griffin Knight
(Griffin Rider)
(Griffin Knight)
Abilities:
Specifics:
Dwelling:




Heroes

Might Offense

Might Hybrid

Might Defense

Magic Offense

Magic Hybrid

Magic Defense
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 23, 2015 04:12 PM

A new War-Overlord Faction

First comment (and probably expected)...Crossbowman AND archer??? O.o I'd rater expect a supporter here.

Second comment: What do all people suddenly have with tehse Perytons? O.o Also, at this point the haven seems a bid hybrid-heavy...just my opinion, of course!

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted May 23, 2015 04:47 PM

Jiriki9 said:
A new War-Overlord Faction
Second comment: What do all people suddenly have with tehse Perytons? O.o Also, at this point the haven seems a bid hybrid-heavy...just my opinion, of course!

Always happy to hear people enjoy reading my creative excercises.
As for the Peryton, I've said that in Moonshade's thread as well. I have been playing with that idea for a while. Moonshade enspired me to follow it up.
As for all the Hybrids. Yes, I suppose we have 3 now. However, it's difficult to add things to Haven that aren't Humans or Angels. However, mythological heraldic beasts work reasonably well. And those quickly start to become mashups of animal bits.
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moonshade
moonshade


Known Hero
posted May 23, 2015 05:54 PM

Really nice...

& similar to mine, of course
However, as said some units overlap- Halberdiers & Footmen (though I guess one is more defensive & the other more offensive), & Longbowmen/ Crossbowmen (again- guess one is long-range & the other short-range/ armor piercing focused). Also, I'd put regular Wolves instead of Alpyns, & perhaps change Footmen into some kind of berserker-style unit, like human barbaric tribes allied to Haven (& then they could also supply the Longbowmen, & Wolves).  

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Beluga
Beluga

Tavern Dweller
Imaginary Hero
posted May 25, 2015 08:32 PM

I love it!

I'm really curious about what you are gonna do with the bards/skalds! Its a unit that is a little awkward because I cant really imagine an army of skalds attacking, but at the same time has so much potential to be designed in a good support unit.

The overall feeling behind the lineup is very mountainous and rough as opposed to the classical medieval english/french inspiration behind haven. IMHO it has its good and bad side as it makes the faction more unique but also more landscape specific and lore based.

also first post

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted May 25, 2015 09:25 PM

Beluga said:
I love it!
I'm really curious about what you are gonna do with the bards/skalds! Its a unit that is a little awkward because I cant really imagine an army of skalds attacking, but at the same time has so much potential to be designed in a good support unit.

Thank you very much. Without spoiling too much, I have a plan for Bards/Skalds and how to justify them. But they will indeed be a support unit.

Beluga said:
The overall feeling behind the lineup is very mountainous and rough as opposed to the classical medieval english/french inspiration behind haven. IMHO it has its good and bad side as it makes the faction more unique but also more landscape specific and lore based.

The Mountainous feeling is not one intended. The rough is somewhat intended. I picked the artwork based on a somewhat more realistic portrayal. Also by the time of the Coming of the Dark Messiah, Haven has been fighting 5 wars in roughly 50 years, supplies aren't abundant and people have grown tougher. I intend to write some more tonight.
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Gryphs
Gryphs


Supreme Hero
The Clever Title
posted May 25, 2015 09:27 PM
Edited by Gryphs at 21:28, 25 May 2015.

As a member of the Griffin's Rights Party I must ask why did you choose to have griffin riders?

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted May 25, 2015 09:30 PM

I'm definetly keeping an eye on this
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted May 26, 2015 08:45 PM

Gryphs said:
As a member of the Griffin's Rights Party I must ask why did you choose to have griffin riders?

To justify them being in the Champion slot.

Storm-Giant said:
I'm definetly keeping an eye on this

Thanks.
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MattII
MattII


Legendary Hero
posted May 26, 2015 11:56 PM

So a 5-4-2 potential lineup, but presumably only a 3-3-1 is allowable for recruitment?

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted May 27, 2015 10:01 AM

MattII said:
So a 5-4-2 potential lineup, but presumably only a 3-3-1 is allowable for recruitment?

Ayup.
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Beluga
Beluga

Tavern Dweller
Imaginary Hero
posted May 31, 2015 07:52 PM

I know your lineup is based on lore more than playability, but since your lineup is choice based, I wanted to try to make logical combos to see how they work together (with the cores).

my interpretation of the units are
footman : balanced self sufficient unit.
alphyn : offensive support (needs another unit to play the tank and soak hits)
halberdier : defensive support (helps another creature play its role better)
crossbowman : ranged (good all game)
longbowman : ranged (good against turtling heroes and siege - very situational)

I ended up never being able to justify the longbowman over the crossbowman, unless you go with both.

Following my logic, the best (imaginary lol) combos are
footman-alphyn-crossbow (offensive)
footman-halberdier-crossbow (defensive)

probably not the kind of comments your looking for but, eh! why not.
cant wait to mix in the elites when you add the abilities!

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted June 01, 2015 09:06 PM

Beluga said:
I know your lineup is based on lore more than playability, but since your lineup is choice based, I wanted to try to make logical combos to see how they work together (with the cores).

my interpretation of the units are
footman : balanced self sufficient unit.
alphyn : offensive support (needs another unit to play the tank and soak hits)
halberdier : defensive support (helps another creature play its role better)
crossbowman : ranged (good all game)
longbowman : ranged (good against turtling heroes and siege - very situational)
I ended up never being able to justify the longbowman over the crossbowman, unless you go with both.

Thanks for this, this is pretty much what I was aiming for.
And thanks for pointing out that I forgot to mention that Longbowmen are significantly cheaper. Making them viable on resource-light maps.

Beluga said:
Following my logic, the best (imaginary lol) combos are
footman-alphyn-crossbow (offensive)
footman-halberdier-crossbow (defensive)

In general yes. Though I imagine that Halberdier-Longbowman and Alphyn/Footman are pretty good against slow factions like Necro and Fortress

Beluga said:
probably not the kind of comments your looking for but, eh! why not.
cant wait to mix in the elites when you add the abilities!

Any constructive comments are welcome and often helpfull.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 02, 2015 03:01 PM

Quote:
I ended up never being able to justify the longbowman over the crossbowman, unless you go with both.



hmmm. I personally have seen turtling quite a lot (having played mostly single player, and if multiplayer only hotseat, as I must admit. It of course also depends on which homm one is in), and preventing it might be nice, especially if you go more for a quick striking force, which might be a bit atypical for haven. But I think it might be possible with this version to try it out. Depends a bit on what the heroes can do, probably. But theoretically may be able to use the quick units (which I suspect to be Peryton, Champion (more or less), Griffin and maybe Angel and Alphyn as well) to take out enemies quick. As haven usually gets a bit of morale and maybe ini boosts you might well be able to for such a strategy.
Also, it depends on who your enemy is. If you were against a faction with low defense anyway, I think I would rather go for longbowman and safe the ressource for bashy elites.
Also the idea of using both is not that unappealing to me. The question is, with whom to pair them? Well, you'd probably want someone to defend them, right? Probably the Halberdiers would be in for that job. in the higher tiers...it depends a bit. I think I need to know what Skalds can do. But taking only assumptions in I'd probably leave the perytons out on elite and use Angels as champions, probably.

...well, a bit long of thinking in writing, sorry^^

As a comment, I think I like how your lineup works out so far, though I still think the core is a bit much of human army. But, that's taste matters...

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