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Ironhaft Clan
Posted: Mon Oct 29, 2018 4:36 pm
by StormSaint373
A Specialized Group of Dwarves to compliment the Mountian Dwarves (Inspired)
Units:
Ironhaft Rifleman (Spear/Rifle unit)
Ironhaft Reiter (Dwarven Pistolieer atop a razorback)
Ironhaft Waraxe Warrior (Armored Dwarf cheaper than mithril guard but can still hold a line)
Ironhaft Bruak-Pikeman (Armored pikeman with reach weapon)
Buildings:
Ferrum Hall (Ironhold Recruitment Building)
Powder Magazine (Detonatable Defense to eliminate mass droves of enemies
Re: Ironhaft Clan (Dwarf Sub)
Posted: Mon Oct 29, 2018 5:21 pm
by Midonik
Gnomes are meant to be that.
Re: Ironhaft Clan (Dwarf Sub)
Posted: Mon Oct 29, 2018 5:26 pm
by StormSaint373
Gnomes are made to be support. Using golems... For practically everything.
Besides these dwarves are to be more sturdy.
Also, these would be an excellent complementation to gunpowder using dwarves.
There has been talk of the subs for dwarves just being different clans.
Re: Ironhaft Clan (Dwarf Sub)
Posted: Mon Oct 29, 2018 5:37 pm
by StormSaint373
Gnomes are focused on golems, new contraptions....
Ironhold if focused on Gunpowder, but remains traditionally Dwarven when it comes to war.
Focusing mainly on armored Dwarves backed up by Tide-turning weapons (gunpowder)
The weakness of ironhold is the fact that they aren't as flexible as other clans, they have only gunpowder using units and heavy-armored units with only 1 healing unit, period. This makes setting up defenses harder but well worth it.
Re: Ironhaft Clan (Dwarf Sub)
Posted: Mon Oct 29, 2018 5:44 pm
by Tankhead
From what Alex and maka saying they don't just focus on gnomes.
Basically gnomes are the advance part in dwarves in sieges gunpowder and mechanical stuff.
This clan will need another role that the current 3 don't take up
( Outlands, frostfire, gnomes )
Re: Ironhaft Clan (Dwarf Sub)
Posted: Mon Oct 29, 2018 5:59 pm
by StormSaint373
Frostfire= primal dwarves
Outlands= nomads
Gnomes= technology
Mithril= armored
. . .
Ironhold= Mountian Dwarves (For all aspects)above and below
Slight gunpowder focus, with . . .
Ironhold= Defensive Combat/Mountian Dwarves (Better but more costly than standard dwarves)
Occasionally seen in the Underdark, They HATE Dark Elves
They are mountian dwarves, they fight to protect their home in all aspects above and beneath the Mountian.
They use passes as defense points, they use Mountianwalking to surprise terrain limited units.
Tunnels are perfect for their close ranged weapons
Re: Ironhaft Clan (Dwarf Sub)
Posted: Mon Oct 29, 2018 6:10 pm
by StormSaint373
The Ironhaft Clan was tasked with the defense of the Mountains of the Dwarven kingdom. They were given special training and weapons for their task. (The Bruak)
With their training and a smattering of teaching from the gnomes they managed to make a few other weapons of their own. With this combination, they have formulated superior strategies for fighting in the mountains and tunnels.
Re: Ironhaft Clan (Dwarf Sub)
Posted: Mon Oct 29, 2018 6:35 pm
by Tankhead
Idk saint
Your forgetting main dwarves are gonna already be good in defense so to make a sub even better in defense idk
Kinda wanna see what @makazuwr32 thinks considering he pretty much know what each sub race will do in great detail and if they provide a good enough role to be a sub
Re: Ironhaft Clan (Dwarf Sub)
Posted: Mon Oct 29, 2018 6:36 pm
by StormSaint373
What do you suggest?
HOLD UP!!!
I just looked up Gnomes subject
quote=makazuwr32 post_id=75697 time=1538720789 user_id=5699]
Gnomes are technologically more crazy and advanced than dwarves but before war they lived separately. In war they are mobilized as well now.
What they will have:
1. Golems (mechanical ones).
2. Air units; both zeppelins are moved here from main body of dwarven race.
3. Siege (superior to dwarven one).
4. Naval (superior to dwarven one).
5. Some land-moving fortified self defending moving fortress.
6. Support casters who can heal mechanical units, support your buildings and curse enemy ones.
Procs (+):
Mechanical units all are unaffected by many enemy spells;
Air units & air transport;
Superior siege units (even better in terms of damage than trebushet with higher speed and health but also with lower range);
Unique casters who can heal mechanical units and buildings, support them or instead debuff enemy buildings;
Cons (--):
All units are costly (4+ turns cost all);
Needs to be researched first;
Need separate buildings;
All units are producable only in factories/mega buildings;
All units are unaffected at all by dwarven blacksmith upgrades and they have their own line of upgrades (alas some of units are affected by gunpowder upgrades);
Mechanical units are unaffected by runes and support spells as well;
Many mechanical units are vurable to siege killers;
Some of their land units can't be transported via their zeppelin carrier.
[/quote]
Hardly mentioned Gunpowder. Just advanced tech/contraptions that would probably use it.
So, what's the matter with Dwarven sub focusing on Gunpowder? Dwarves already have mortar and rifle, not gnomes.
Shouldn't these dwarves have the opportunity to work with one type of technology and improve it. and let the gnomes focus on machines?
That is what the topic focused on anyway.
Re: Ironhaft Clan (Dwarf Sub)
Posted: Mon Oct 29, 2018 6:56 pm
by Tankhead
Alex from me chatting with him said some main races will have more subs than others but at the same time not to have so many for one main race
For dwarves and elves they have the most planned out.
Dwarves
Outlands
Frostfire
Gnomes
Elves
Sun
Moon
Snow
I kinda would prefer to wait to moving on to a 4th sub
Re: Ironhaft Clan (Dwarf Sub)
Posted: Mon Oct 29, 2018 6:59 pm
by StormSaint373
Elves also have sentinals
Re: Ironhaft Clan (Dwarf Sub)
Posted: Mon Oct 29, 2018 7:05 pm
by Tankhead
Mithrils and sentinals aren't becoming subs
They are just the elite faction in main races
Like imperials to humans
Phantoms to undead
Mithrils to dwarves
Sentinals to elves
Lizardman to scalefolk
Uruks to orcs
All are just elites not subs
Re: Ironhaft Clan (Dwarf Sub)
Posted: Mon Oct 29, 2018 7:13 pm
by StormSaint373
I wouldn't suggest an idea unless I had a good reason for it.
Picture in your mind, if you will, Army of Veriengar clan comes through pass to conquer Dwarven home. A report of a rifle resounds through the stones. The chieften, now dead, falls to the ground. Orc shamans summon dragons who aren't even able to take flight. The cacophonous raor similar to thunder causes panic The army surges forward without organization, only to meet a Bruak phalanx those that survive are rundown by one or two boar Reiters. Not to mention, afterwards, the pass is sealed by powder magazines being detonated to prevent further incursions.
Re: Ironhaft Clan (Dwarf Sub)
Posted: Tue Oct 30, 2018 4:07 am
by makazuwr32
StormSaint373 wrote: ↑Mon Oct 29, 2018 5:59 pm
Frostfire= primal dwarves
Outlands= nomads
Gnomes= technology
Mithril= armored
. . .
Ironhold= Mountian Dwarves (For all aspects)above and below
Slight gunpowder focus, with . . .
Ironhold= Defensive Combat/Mountian Dwarves (Better but more costly than standard dwarves)
Occasionally seen in the Underdark, They HATE Dark Elves
They are mountian dwarves, they fight to protect their home in all aspects above and beneath the Mountian.
They use passes as defense points, they use Mountianwalking to surprise terrain limited units.
Tunnels are perfect for their close ranged weapons
1. Normal (base) dwarves are focused around gunpowder and defense. What is difference?
Also normal dwarves are mountain ones. They are tunneling, building kingdoms in mountains (their mega will be buildable on mountain tiles).
2. Frostfire are not so primal. They are battlemages. Also they are affected by main body blacksmith upgrades (when they will be in).
3. Gnomes will have:
Armored self defending (via guns) amphibious transport;
Golems;
Helicopter;
Several cannons of better firepower than dwarven ones;
Submarine;
Demolition expert;
Battle engeneer;
Zeppelin carrier;
War zeppelin (both are moved there from main body of dwarves).
4. If you want EVEN MORE ARMORED than main body of dwarves sub than definately no.
5. Dwarves (main body) i hope will get many more gunpowder based units. Including towers.
6. Dwarves will get the most tough walls soon. 200 hp!
For now dwarves have been suggested more gunpowder based units (i know about 4 units at least!) and 1 tower as well as gunpowder upgrades for all their gunpowder based units. Including tower.
Re: Ironhaft Clan (Dwarf Sub)
Posted: Tue Oct 30, 2018 1:52 pm
by StormSaint373
Think of them as Dwarven Spec Ops...
Specialized units that fill multiple roles but don't belong to the afore mentioned Subs
Allow me to give you an example...
Instead of deploying a shield, why not . . . A bayonet!
Re: Ironhaft Clan (Dwarf Sub)
Posted: Tue Oct 30, 2018 3:27 pm
by StormSaint373
Ironhaft Rifleman
Description: This Specialized Rifleman is able to deploy a deadly Dwarvish bayonet if threatened by cavalry
Cost: 6
Hp: 22
Attack: 7 (Ranged) 11 (Melee)
Range: 6 (Ranged) 1 (Melee)
Armor/Pierce: 1/1
Speed: 3
Vision: 6
Action/Turn: 1
bonuses: Same as standard Rifleman, Same as billman with bayonet deployed
Ablities: Deploy Bayonet (switch between Rifle and Bayonet)
Re: Ironhaft Clan (Dwarf Sub)
Posted: Tue Oct 30, 2018 4:38 pm
by StormSaint373
To further elaborate,
Ex: orc warrior, orc armored warrior
Purpose: Same in most respects, but notable differences that set it apart.
Ironhold units are more costly and harder to come by, they are not as armored or as powerful as Mithril units. But they are unique, they "fill in the gaps" in ways that prove advantageous in the right situation.
Re: Ironhaft Clan (Dwarf Sub)
Posted: Wed Oct 31, 2018 4:26 am
by makazuwr32
So spec ops?
I will look where you will get then.
Re: Ironhaft Clan (Dwarf Sub)
Posted: Wed Oct 31, 2018 1:49 pm
by StormSaint373
Powder Keg
Hp: 20 (Fire insta-kills it and causes detonation)
Attack: 10
Range: 0
Armor: 0/5
Vision: 2
Special:
Detonate: Fireball ability, 10 damage fire, AOE 3, Destroys barrel and does damage vs structures and siege equipment, also adds burning effect.
Ironhaft Shotgunner (Augmented Rifleman)/Ironhaft Flamethrower
These deadly gunpowder units have augmented their rifles to fire a devastating shot that hardly misses but lacks the range of other guns. These are used primarily for clearing choke points.
Cost: 4/6
Hp: 20
Attack: 11 (AOE 2)/ 7 (AOE 2) with burning
Range: 2
Armor: 1/1
Speed: 3
Vision: 4
Action/Turn: 1
Bonuses: same as Archer
Ironhaft Rifleman
Description: This Specialized Rifleman is able to deploy a deadly Dwarvish bayonet if threatened by cavalry
Cost: 6
Hp: 22
Attack: 7 (Ranged) 11 (Melee)
Range: 6 (Ranged) 1 (Melee)
Armor/Pierce: 1/1
Speed: 3
Vision: 6
Action/Turn: 1
bonuses: Same as standard Rifleman, Same as billman with bayonet deployed
Ablities: Deploy Bayonet (switch between Rifle and Bayonet)
Razorback Reiter
Description: These boar riders were Specially trained to use a pistol from the back of a smaller and faster boar, the razorback.
Cost: 5
Hp: 23
Attack: 7
Range: 3
Armor: 1/1
Speed: 5
Vision: 5
Action/Turn: 1
Bonuses: Same as Horse Archer
Thoughts?
Re: Ironhaft Clan (Dwarf Sub)
Posted: Fri Nov 02, 2018 3:41 am
by General Brave
This thing sounds interesting, if it's that much then it's not really a sub race but a group.
Re: Ironhaft Clan (Dwarf Sub)
Posted: Fri Nov 02, 2018 8:05 pm
by StormSaint373
Group? More are on the way... Just need to find good reason to add them yet.
Re: Ironhaft Clan (Dwarf Sub)
Posted: Fri Nov 02, 2018 9:03 pm
by General Brave
Ok.
Re: Ironhaft Clan (Dwarf Sub)
Posted: Sat Nov 03, 2018 2:03 pm
by makazuwr32
Needs some minor polishing for stats but in general looks not bad.
Re: Ironhaft Clan (Dwarf Sub)
Posted: Mon Nov 05, 2018 2:12 pm
by StormSaint373
Ironhaft Waraxe Warrior
Cost: 3
Hp: 30
Att: 14
Armor: 2/2
Speed: 3
Vision: 4
Action/Turn: 1
Bonuses: Standard vs Buildings
Upgrades apply
Ironhaft Bruak-Pikeman
Cost:
Hp: 20
Att: 8
Range: 2
Armor: 2/2
Speed: 3
Action/Turn: 1
Standard bonus vs Cavalry
Re: Ironhaft Clan (Dwarf Sub)
Posted: Mon Nov 05, 2018 2:19 pm
by StormSaint373
Here are the images... Final Drafts.
Re: Ironhaft Clan
Posted: Wed Nov 28, 2018 5:13 pm
by StormSaint373
Ironhaft Waraxe Warrior

- Ironhaft Waraxeman.png (1.33 KiB) Viewed 5288 times
Cost: 4
Hp: 38
Att: 16
Armor: 3/6
Speed: 3
Vision: 4
Action/Turn: 1
Bonuses: Standard vs Buildings
Upgrades apply
Ironhaft Bruak-Pikeman

- Ironhaft Bruak-Pikeman.png (1.24 KiB) Viewed 5288 times
Cost: 4
Hp: 28
Att: 8
Range: 2
Armor: 3/3
Speed: 3
Action/Turn: 1
Standard bonus vs Cavalry
Ironhaft Rifleman

- Ironhaft Bayonet-Rifleman.png (1012 Bytes) Viewed 5288 times

- Ironhaft Rifleman.png (929 Bytes) Viewed 5288 times
Description: This Specialized Rifleman is able to deploy a deadly Dwarvish bayonet if threatened by cavalry
Cost: 6
Hp: 24
Attack: 7 (Ranged) 11 (Melee)
Range: 6 (Ranged) 1 (Melee)
Armor/Pierce: 3/3
Speed: 3
Vision: 6
Action/Turn: 1
bonuses: Same as standard Rifleman, Same as billman with bayonet deployed
Re: Ironhaft Clan
Posted: Thu Nov 29, 2018 5:41 am
by makazuwr32
For these stats increase cost by 1 for all units.
Re: Ironhaft Clan
Posted: Thu Nov 29, 2018 5:25 pm
by StormSaint373
Edited.
Re: Ironhaft Clan
Posted: Thu Nov 29, 2018 5:26 pm
by Savra
Was the topic name supposed to be IronShaft? Not Ironhaft?
Btw, I like how these look. And name sounds familiar for dwarven clans, I've known them to cap each other from the mountains they came from. Some games, shows, books stats it like that but not all do.
Re: Ironhaft Clan
Posted: Thu Nov 29, 2018 5:30 pm
by StormSaint373
No. Ironhaft is appropriate.