: Way TOO powerful? They're incredibly powerful, yes, but,
: in my opinion, justly so. Given that Iron Trow are 18'
: tall giants with skin like rock and foot thick plate
: mail, I'm suprised that swordsmen can defeat them at
: all, much less with casualties barely into the double
: figures.
: To an extent, taking on Trow Iron Warriors is a matter of
: technique. Personally, I try to take advantage of
: their slow speed compared to regular Trow by forming a
: skirmish screen of Dwarves and (if I have any),
: Warlocks, blasting the hell out of the Trow, before
: sharply pulling back and allowing a massed charge from
: my melee units. It's these kind of tactics that leave
: me with only(!) eight or nine dead troopers for each
: Trow felled. When I did the Siege of Muirthemne, I had
: only archers and dwarves left alive by the end of it.
: All the warriors and herons were in little bits (if I
: remember correctly, I lost one warlock to an oghre
: that managed to get past my barrage, the other to a
: stray molotov cocktail.)
: Oh, and btw, the reason why some people think that the
: OMGIKIKU units of Myth2 were unbalancing was primarily
: because the Giant Myrkrydia combined high speed, great
: toughness and a powerful missile attack. This played
: havoc in multiplayer games.
That's too powerful I agree. High speed and missile attack together make a good unit. Great toughness and either one makes a good unit. All three in one package... too much power in multiplayer
I didn't say they SHOULDN'T be that powerful.
Just that it's a damn pain in the ass to attack them.
And other then lacking speed, they should have SOME weakness. Slow speed for a drawback isn't enough when you watch Heron Guards get swated like bugs...
But yea, foot thick armor, tough skin anyway... how on earth would swordsmen even hurt them.
Personally I would make them vunerable to fire (how would you like to have your armor that hot) but not like Stygian Knights in Myth 2 are vunerable to explosives (not that much in other words).