Pick your way through the latest update

Discussion in 'News and Announcements' started by Ewan Lamont, May 21, 2020 at 3:05 PM.

  1. Ewan Lamont
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    dwarf_pickaxe_scene.png The latest build includes extra items and fixes for the Dwarf Warband especially the bug that made initiative so low all enemies became invisible. The main new item is the Dwarven Pickaxe
    These well balanced and sturdily made tools work equally well whether digging into bedrock or hacking apart Goblins. Also, if equipped by a miner their knowledge subterranean tunnels allow them to infiltrate into battle.
    Various improvements and fixes are also in this release, including the improvements to the Miner Skill
    Spanish translations have also been updated – Thanks Erekband!
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  2. Shangular Brigadier

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    I'm glad to see that this game continues to get updates. The dwarven pick is great for lore but I don't know about the practicality of using it. The Infiltration is good but given that this is a two-handed weapon, dwarves who are gunners can't take advantage of this to infiltrate into good sniping positions and those who try to maximize the dwarven armor defense can't use shields with this. Once you infiltrate with a 3/3 moving dwarf, you can't take advantage of having high initiative like the Skaven to go first in the 1st round. I guess it could be helpful for shard capture if you are lucky. I think this may make more sense being a backpack item instead of a weapon item, but that's just me.

    Don't mean to be too critical and maybe someone smarter than me can figure out a good strategy with it. I love my dwarven warband but don't think I'll be using picks though.
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  3. Double Misfire Major

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    Can't wait to try out pickaxes. Big thanks to whoever suggested them! :D

    Also great to see dwarfs gain access to Magic Immunity, though the skill text totally describes them as halflings.

    What are the other new dwarf items added?
  4. Jesse Shaffer Major

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    The image below is of a one-handed pickaxe. They’re a thing. Please give us that (with identical stats). The two-handed model is a nice gesture but not practical. Only being able to move a mere 6 extra spaces at the start of a match honestly doesn’t justify melee units abandoning their skull hammers/gromril axes and shields or ranged units abandoning their crossbows and guns.

    Despite conferring infiltration, it’s practically a death sentence for melee units in warbands with high ratings. The 15 defense lost by not carrying a votive shield is the difference between life and death for them in many instances and the rating increase doesn’t help either. Since (leveled) melee clansmen shouldn’t use it and ranged clansmen can’t, it's only useful to the most fledgling of warbands and that's a pity. If it were altered so that we could choose which turn to infiltrate (like a spell), it’s value would skyrocket.

    As it is, a one-handed version would be worthwhile. If you do make it, please don’t nerf its stats. I doubt anyone would seriously object to you charging fate for it either. Lastly, there is exactly one type of dwarven unit that could actually benefit from using the double-handed version if only he could equip it (i.e. slayers). Please give them access to it as well.

    D9C1E03A-7086-4781-ACAB-8BF3A99FA3C3.jpeg
  5. Jesse Shaffer Major

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    Speaking of slayers, their skills Berserker and Ferocious Charge are misnamed. Many of your players would doubtlessly be grateful if you would kindly swap the names of the aforementioned skills (to make them consistent with table top) and drastically cut the rating consequence of what you presently call Berserker (to compensate for its highly situational nature and its reduced usefulness on a low mobility unit with no armor). Thank you.

    Troll Slayer Skills TT.jpg Troll Slayer Skills Mobile.jpg
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  6. Jesse Shaffer Major

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    I’m mostly writing to bump this thread because it needs more views but I’m also curious about what gear other dwarf players would like to see. As of now, my top two are:
    • One-handed pick axe
    • Miner’s helmet
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  7. Shangular Brigadier

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    Yes, one handed pick-axe would make it practical as shooters and shield bears can then utilize them.

    Miner's helmet is a good idea - are you thinking a helmet that also has the properties of a lantern?
  8. Jesse Shaffer Major

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    Absolutely! Blindness is actually a reasonable and predictable outcome given negative initiative (especially -15). The "bug" mentioned in the original post by Mr. Lamont wasn't really a bug and was easily remedied by making better gear choices to start and then making a small early investment in initiative. Granted, leveling initiative early isn't very dwarf-like. Now, initiative 0 is actually something like +5 or more.

    A problem created by gear, IMO, should be mitigated by other gear rather than a programmatic bandage or, as they say in the UK, "plaster." Mordheim is all about strategy and consequence and that fix robs us of both. A lantern-like miner's helmet that stacked with the effects of a regular lantern would solve the problem perfectly and would remain valuable through endgame.
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