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Bengamey
Member Since 30 Mar 2009Offline Last Active May 24 2009 07:07 PM
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- Group Members
- Active Posts 27
- Profile Views 956
- Age 37 years old
- Birthday July 27, 1986
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Gender
Male
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Location
The frog country
Posts I've Made
In Topic: Inn Factions
06 May 2009 - 06:27 PM
In Topic: Inn Factions
06 May 2009 - 05:23 PM
And I think we should remove the elves because, as we all know they come from Warcraft.
In Topic: Inn Factions
03 May 2009 - 09:51 AM
Creep lairs: Goblins already have nearly everything from the lairs: goblins, cave trolls, spiders, drakes, and I hope in the future wargs and moreover they are able to capture lairs so this alliance is useless
Northern swamps : such a thing doesn't exist
The black forest spiders (with more different types of spiders) and remnants of Dol guldur should rather be alliance to the gobs
The only thing I agree with is Gundabad.
In Topic: Angmar
25 April 2009 - 03:15 PM
The idea of bacteria warfare sounds cool, but I'm not sure where it fall in to the history of Angmar
The people of Cardolan was nearly annhilated by the black pest if I remember well. We could imagine Angmar has something to do with this
I'd say keep the dire wolves to give Angmar for a bit more strategic diversity (i.e you could overrun the enemy with massed hordes of orcs and hillmen and wolves), besides, they aren't really fit to go to another faction the way they look now.
Depending on what happens concerning Trolls in Angmar, I'd agree with you ideas on the trolls.
Isengard wild wargs could go, to keep the concept of a more organised military might intact in the faction. But I would not send the dire wolves, but the wargs to the goblins, because they'd stand out from the more aesthetically pleasing Goblin units, and Wargs are closer.
I think the dire wolf would fit Goblins well because of this interview of Del Toro in the "New Yorker"
"There will be different sensibilities involved in this movie than there were in the original trilogy. First of all, because we have the travelogues in 'The Hobbit' which goes to places and variations on races that were not addressed in the trilogy. My belief on the 'Wargs' issue is that the classical incarnation of the demonic wolf in Nordic mythology is not a hyena-shaped creature. It is a wolf. The archetype is a wolf, so we're going to go back to the slender, archetypical wolf that is, I think, the inspiration for Tolkien. Listen… if we were having a drink two years from now I would spill the beans, because I'm a pretty easy guy about spilling the beans, but I can't in this instance I can't because it's three years from now... believe me, I am jumping up-and-down inside this fat body!"
I don't know if Karsh should have legs, because none of the other barrow wights do, it would look inconsistent, and in most artistic designs, they are portrayed as having no legs, because they are spirits not corporeal creatures bound by gravity.
On a second thought you're probably right
Black Numenoreans were incredibly low in number after Numenor's Downfall and Sauron's first demise, there were evil men who occupied Carn Dum, but what they were remains dubious, but they certainly were not BNs, or large enough to form organised cavalry.
I'm trying to get ideas for more humans for Angmar
In Topic: Angmar
25 April 2009 - 09:20 AM
Use the bacteriologic war it was used several time during middle age by throwing contaminated clothes and wastes on ennemy lines and keeping the ennemy from getting rid of its own wastes and dead during a siege.
Here my idea for the pest effect : on units (not on heroes, nor siege, nor monsters) poison+slow down
on building (slow down)
Where to implement it : the catapults could be able to switch between rocks and dead corpses. Angmar cata should be the weakest siege with damages but when switching to dead corpses the cata would slow it's firing rate but contaminate targeted areas. The sorcerers should have a power to contaminate on a larger area and a longer time than catas. and finally a last tier power to contaminate on huge area for a very long time instead of that stupid wolf
for the sorcerer : change their power for more subtle magic based on fear and diseases.
here some idea : the sorcere have 5 servant.
- blood rage : sacrifice 2 servants to make your units around the sorcerers enter in a blood rage that make them faster and stronger but uncontrolable (It don't know is that last point can be coded)
- contaminate : sacrifice 2 servants to contaminate
- basic fear : sacrifice 3 servants to make non-heroes targeted units get uncontrolable fear
To make them look like less like a zoo :
- Send the dire wolves to Goblins
- Have hill trolls come by 3 and without formation nor banner carrier (I can't stand those well trained troll)
- Have snow trolls come alone
(- Have the dire wolve also avaible for the Goblins (because of Bo5A) and remove wild wargs from Isenguard Isenguard is not a wild faction it's an organised faction )
-> Of course reduce the cost of trolls
Add Barrow wightsrecruitable at the level 2 dark temple
Have Karsh walk on legs
Add Dark numenorean knights using the horse of the mounted slaver and the the swordmen as a rider.
Change the last upgrade of the fortress for a bat nest that can recruit up to 3 gigantic bats that are flying units weak at fighting but that can contaminate
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