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Wolf Archer insane movement/Harassment

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Dragon_Warrior

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Re: Wolf Archer insane movement/Harassment

PostThu Feb 13, 2014 3:09 pm

skydancer wrote:Agree, Crossbowmen are more OP than PoB.

I already say what i think about them but i'll write also here.

Mov 6 --> 5
Str 10 --> 12
Harrassment : after shot you can move your resitual run rate --> after shot you can just mov your mov rate (5)

+1
but with slight cost increase i hope ?
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Rodi

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Re: Wolf Archer insane movement/Harassment

PostThu Feb 13, 2014 4:34 pm

You guys want to increase Wolfen Crossbow damage from 10 to 12??? :shock: I hope that never happens.
They just need to fix harassment to allow a total movent of 6 instead of 12...
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Neoman7741

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Re: Wolf Archer insane movement/Harassment

PostThu Feb 13, 2014 5:18 pm

gad0 wrote:i agree - crossbowmen with harassment is pretty difficult to deal with. I run this myself, and its not always 100% win. most players who successfully defeat me always keep my archers occupied early in the game. As mentioned above, using flyers to sprint and engage them works really well. Ive never encountered any skeleton archers using the movement shot, but that would definetely help bring them down. In my opinion, the key to defeating this strategy is to engage them early on - their damage racks up pretty quick, so if you can take them down early, youre pretty much set


This has been my experience when combating heavy ranged comps. It's tricky but I have not lost to one of these comps yet.
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Dragon_Warrior

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Re: Wolf Archer insane movement/Harassment

PostThu Feb 13, 2014 6:11 pm

Rodi wrote:You guys want to increase Wolfen Crossbow damage from 10 to 12??? :shock: I hope that never happens.
They just need to fix harassment to allow a total movent of 6 instead of 12...

to be precise from 13 to 15 ;)

but don't worry it was 18 with option to add +2 from stance and +3 from rune guardian in 0.10 ;)
ign: Draconnor, Cynwall player, 23 years in computer games, 14 years in battle games, 8 years in Confrontation Universe, 4 years of making own battle games.
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Spawnferkel

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Re: Wolf Archer insane movement/Harassment

PostFri Feb 14, 2014 6:45 pm

Mr.Nice wrote:I'm using 2 crossbow wolfmen with harassing and Instinctive fire... they work nice, but they are not so powerfull. They do low damage and they are vulnerable to every unit who move near to them... the guy wo went mad at me made just the mistake to stand still for 7 rounds.


Well, i just played a game against you with 4 skeleton warriors and 3 bowman, and although i managed to kill 2 of your 3 units i had no chance in taking down the last bowman. I didn't stand still, I advanced from the beginning (which I usually don't do with this combo), but high strength of your units, the unfortunate DIS-mechanics and the fact that there is too much cover on the maps make crossbows really strong right now.

And about the part being vulnerable against units near them - disengaging from a fight is easy for them. Any unit can't catch up with their high MOV, so once they are engaged and you decide to disengage, the unit left behind can never ever get close again.

Only option to counter them would be to have mass flyer to keep up with them and corner them so they can run away anymore. Since Gargoyle costs 51AP, you can field max 3 of them in 200 AP and fill the rest with 2 skeletons - then you have a 5v3 scenario where you could split up in 3 seperate teams and kill the gargs from afar with your remaining troops.

The power of high movement with instinctive fire AND harrasment is too damm high. And the fact that a lonewolf can dish out 3 attacks in one turn (spell + 2 normal attacks) + follow-up movement with up to additional 2 attacks per fray... it is crazy.

In the old TT, harrassment enforced a malus before the shot was taken. In DoWO you take a shot and THEN decide to make a harrassment.

I personally would like to see harrassment reduced to the initial movement of 6. So if the crossbow moves 4 hexes, shoots, then he can move the remaining 2 hexes - not the full running distance. It still makes them viable to get out of cover and duck behind stones after the shot is resolved, but it would prevent them from running around the map like crazy.
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Deep Blue

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Re: Wolf Archer insane movement/Harassment

PostFri Feb 14, 2014 6:50 pm

check the new patch change log, they "fixed" it . Also no more accuracy but ferocious as a talent. I dont know if i like it or not :-)

No Mov or raw Dam change anyway which is a bit of a shame if you consider the original Confrontation game.
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Malakai Khaine

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Re: Wolf Archer insane movement/Harassment

PostSat Feb 15, 2014 4:37 pm

mm, i have to retract my previous statement that harassment can be countered.

I'm not sure of the exact mechanic, but the fact that the crossbowman can move beyond its base move after firing, means it is litterally impossible to catch with normal moves, and with the ability to to move 12 hexes and still attack, most units wont even be able to keep the wolf engaged.

the only thing i can see that could work, is getting it engaged, then maybe getting lucky on winning the start roll for the next round. If they are going to retain harassment, regardless of other abilities, it has to be impossible to move more than the basic move stat after firing.

Even then it's going to be bad, but at least it will be manageable.
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Serdak

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Re: Wolf Archer insane movement/Harassment

PostSun Feb 16, 2014 6:34 am

I'd sooner reduce his DOD considerably (so disengaging is a bigger risk) and up the cost on Harassment than water it all down. Uniqueness is good.
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Spawnferkel

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Re: Wolf Archer insane movement/Harassment

PostSun Feb 16, 2014 1:21 pm

The problem with leaving the MOV where it is right now, is that, unless the opponent also doesn't field wolven, no one will catch up with the hunter. Even if you get hit by one or two hits due to disengagement, your hunter is still a threat and probably will be out of danger for the remainder of the game.

Whereas with harassment, you could either choose to shoot and move around a bit or to run. Harrasment would still give you the option to leave cover, shoot, and get back in. So the high mobility isn't altered at all, but you sacrifice one turn of potential damage, which alleviates the shortcomings of other factions in this area.

Since only gargs and pixies can ever hope to catch up with the hunter, the possibilities to counter or combat him are severly limited for non-wolfen factions.
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Deep Blue

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Re: Wolf Archer insane movement/Harassment

PostSun Feb 16, 2014 5:16 pm

Spawnferkel wrote:The problem with leaving the MOV where it is right now, is that, unless the opponent also doesn't field wolven, no one will catch up with the hunter. Even if you get hit by one or two hits due to disengagement, your hunter is still a threat and probably will be out of danger for the remainder of the game.

Whereas with harassment, you could either choose to shoot and move around a bit or to run. Harrasment would still give you the option to leave cover, shoot, and get back in. So the high mobility isn't altered at all, but you sacrifice one turn of potential damage, which alleviates the shortcomings of other factions in this area.

Since only gargs and pixies can ever hope to catch up with the hunter, the possibilities to counter or combat him are severly limited for non-wolfen factions.


non-wolven factions have also ranged units such mages/archers/priests. Also he can't move all the crossbowmen at the same time and you can probably engage one even with a MOV 4 unit (8 sprinting)
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