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DWEGHOM

AN OVERVIEW
WHY DWEGHOM?
THE DWEGHOM ARE THE FIRSTBORN CHILDREN OF • ELITE FORCE
WAR, AND THEIR LONG HISTORY IS STEEPED IN • DRAGON WITH TWIN CANNONS
WARFARE AND LOSS. ORIGINALLY CRAFTED BY THE
• FIRE
DRAGONS AS A RACE OF PEERLESS CRAFTSMEN,
THEIR ANCESTORS WERE FORGED TO BE THE
• DWARVES ON FIRE AND AUGMENTED BY MACHINERY
AND MORE FIRE
ULTIMATE SERVITORS…
• SOLID BLOCKS OF STEEL WITH LEGS AND NASTY
CLEAVE 4 HALBERDS

• FIRE
SUB-FACTIONS
• CLANS • TEMPERED
• FORM THE BULK OF THE DWEGHOM SOCIETY • WEAVE THE ESSENCE OF THE ELEMENTS INTO THEIR
BEING
• VIEW LABOR AS PUNISHMENT OR SLAVERY
• CONSTANTLY PROVING THEIR WORTH THROUGH • METAL MAGES CONSIDERED TO BE THE PINNACLE OF
THE DWEGHOM RACE, GIFTED IN FIRE AND EARTH
THEIR DEEDS AND ACTIONS
MAGIC
• THE LOWLIEST SOLIDER IS A DEADLY ADVERSARY
• ARDENT
• LIVE AND BREATHE WAR
• DRIVEN BY PRIDE AND THIRST FOR FREEDOM
GAMEPLAY OVERVIEW
• STRENGTHS
• AS OF RIGHT NOW THE MOST POWERFUL MAGIC IN THE GAME IN
• WEAKNESSES
REGARDS TO CARNAGE • THEY LOSE THE RANGE GAME AGAINST SPIRES
• DOUBLE TAPPING FIREWALL • EXPENSIVE UNITS MEAN LOW UNIT COUNT
• BERSERKERS – LIGHT UNIT AND HIT LIKE HIGHER WEIGHT CLASS
• HOLD WARRIORS – THEIR “CHAFFE” ARE THE SAME AS OTHER FACTIONS’ • LOW UNIT COUNT MEANS EVERY LOSS REALLY
MAIN INFANTRY HURTS
• THANES – A WALL OF SOLID POTENTIALLY D7 STEEL • LOW UNIT COUNT IS A DISADVANTAGE IN AN
• DRAGON SLAYERS – CLEAVE 4 – THEY ERASE WHAT THEY TOUCH ALTERNATE ACTIVATION GAME
• A LOT OF TOUGH ARMY BUILDING CHOICES TO MAKE
• GOOD RANGED UNIT GIVES THEM RANGED SUPERIORITY OVER NORDS • A LOT OF TOUGH ARMY BUILDING CHOICES TO
AND 100 KINGDOMS MAKE
My statistics will be getting tweaked
to add range consideration to the
output score. This will boost units like
Marksmen Clones and will take
rules like Arc of Fire into consideration

These were originally not counted due to


missile units not able to use missiles in
combat, but I feel that they make units like
Marksmen Clones deceptively lower output
when range has a huge impact on the game,
particularly combined with arc of fire

The stats below are still using my


current model
• TOP OUTPUT CHARACTER IN THE GAME
• MOST UTILITY CHARACTER IN THE GAME
• WILL NEARLY ALWAYS BE THE WARLORD TO CAST SPELLS TWICE
TEMPERED SORCERER • DOUBLE TAPPING FLAME WALL DOES THE MOST DAMAGE OF ANY
ATTACK IN THE GAME CURRENTLY (EXPECT A NERF IN 1.03
RULES)

• ERUPTION IS A GREAT DAMAGING SPELL AS WELL


• ROOTS OF STONE GIVES SERIOUS BOOST TO DEFENSE, COMBINED
WITH THANES OR HOLD WARRIORS CAN MAKE ALMOST-
IMMOVABLE BRICKS OF DWEGHOM ON AN OBJECTIVE (SAY
HELLO TO DEFENSE 7)
• STRONG COMBAT CHARACTER FOR LAYING THE DWEGHOM SMACKDOWN ON YOUR
OPPONENT AND SUPPING THEIR TEARS

• HIGH CLASH
• HIGH DEFENSE
• 25 POINTS DRAEGBHRUD FOR SWEET SWEET CLEAVE 3
• GIFTED IN FIRE FOR SOME JUICY AURA OF DEATH AND +1 EVASION
• PERFECTLY BALANCED 20 PTS FOR FLURRY
• CHAMPIONS HORNS FOR 15 PTS FOR BIG UNITS THAT GIVE HIM TWO MORE
ATTACKS, FOR EXTRA PAIN AND SUFFERING

• 15 PTS FOR FLAMING WEAPON TO GIVE HIM CLASH 5 AND CLEAVE 2


• 10 PTS FOR STEEL ENHANCEMENTS TO GIVE HIM D5
• SUPREMACY LACK LUSTER FOR A ONCE A GAME BENEFIT, AND SERIOUSLY DEFICIENT
VS THE SORCERER’S DUAL FLAME WALL OPTION

• SO MANY OPTIONS. SO LITTLE POINTS. TOUGH CHOICES TO MAKE!


• SUPPORT CHARACTER
• SUPREMACY ABILITY WEAK FOR A ONE-TIME USE
• SPELLS ADD TO CLASH, EVASION, OR SUBTRACT DEFENSE
FROM OPPONENT, MAKING THOSE SOMEWHAT USEFUL,
BUT HARD TO JUSTIFY THE POINTS IN SMALL GAMES
COMPARED TO THE MUCH MORE USEFUL TEMPERED
SORCERER’S DAMAGE OUTPUT OR THE RAEGH’S COMBAT
UTILITY

• FROM A TUNING STANDPOINT, LIKELY NOT GOING TO BE


SEEN UNTIL 2000 POINTS FROM MANY ARMIES IN 1.02
VERSION OF THE RULES
• SUPPORT CHARACTER
• SUPREMACY ABILITY WEAK FOR A ONE-TIME USE
• RESOLVE PRAYER REMOVES BROKEN STATUS VERY USEFUL
• DISMAY PRAYER FORCES REGIMENT TO BE BROKEN IS EXTREMELY
USEFUL IN THE RIGHT CONDITIONS

• PASSIVE PIECE THAT CAN MAKE OR BREAK GAMES WITH THEIR


PRAYERS DESPITE NOT DOING A TON OF DAMAGE

• STEEL ENHANCEMENTS FOR 10 POINTS BOOST HIM TO D4


• MEMORY OF STONE FOR 10 POINTS BOOST HIM TO W5
• MEMORY OF BREATH FOR 10 POINTS GIVES AURA OF DEATH OR FOR
20 POINTS GIFTED IN FIRE FOR +1 EVASION ON TOP OF AURA OF
DEATH
• NASTY UNIT OF DEATH
• RANKED #3 IN TOTAL OUTPUT OF ALL UNITS WHEN ROOTS
OF STONE ARE APPLIED TO BOOST THEIR DEFENSE TO 6

• RANKED #4 IN TOTAL OUTPUT OF ALL UNITS OVERALL


• VERY EXPENSIVE, THEY SIT ON THE LINE FOR WHERE THEY
ARE SUPPOSED TO COST

• BECAUSE THEY COST WHAT THEY ARE SUPPOSED TO COST,


THEY WILL SEEM OVERCOST COMPARED TO THE UNITS
THAT ARE UNDERCOST AND WHAT YOU CAN GET FOR THEM

• ARE A HEAVY UNIT SO WON’T ARRIVE UNTIL MID GAME


• LIGHT BRUTES, AND VERY FAST WITH FLUID FORMATION
GIVE THEM TOP RANKED MOBILITY.

• DWEGHOM’S VERSION OF “LIGHT CAVALRY”


• AURA OF DEATH ADDS WEIGHT TO THEIR OFFENSE WITH A
DECAY EVENT

• RANKED #5 IN THE ENTIRE GAME IN OVERALL OUTPUT


WITH A MIX OF AVERAGE COMBAT ABILITY COUPLED WITH
FAIR DEFENSE AND HIGH MOBILITY
• LIGHT UNIT THAT HITS LIKE A MEDIUM UNIT
• RANKED #6 IN THE ENTIRE GAME FOR OUTPUT
• RANKED #8 IN THE ENTIRE GAME FOR EFFICIENCY, PUTTING
THIS UNIT IN THE TOP 10 IN BOTH CATEGORIES AND
MAKING THEM ONE OF THE MOST PRIZED UNITS IN THE
ENTIRE GAME

• GREAT OFFENSIVE OUTPUT AND MODERATE DEFENSE


• BEING LIGHT MEANS THIS UNIT COMES ON TO THE TABLE
FROM THE BEGINNING AND CAN TEAR ALMOST ANY OTHER
LIGHT UNIT UP AND MANY MEDIUM UNITS LATER
• LIGHT MISSILE UNIT WITH MODERATE ACCURACY, ARMOR
PIERCING SHOTS, AND SECOND LONGEST RANGE IN THE
GAME

• ONLY LOSE OUT TO MARKSMAN CLONES BY 4” RANGE AND


LACK OF ARC OF FIRE

• COMMONLY SEEN CARRYING AROUND THE DOUBLE


TAPPING FLAME WALL SORCERER LORD

• WITH THE DOUBLE TAPPING FLAME WALL SORCERER LORD,


RANKS AS #13 OVERALL IN THE ENTIRE GAME IN ITS
OUTPUT

• MODERATE DEFENSE FOR A LIGHT MISSILE UNIT


• DEFENSE 4 WITH THEIR SHIELDS
• COMBINED WITH THE BASTION ABILITY AND ROOTS OF
STONE PUSH THEM TO DEFENSE 7

• CAPABLE OF FIGHTERS IN THEIR OWN RIGHT WITH CLEAVE


1 AND A MODERATE CLASH SCORE OF 3

• BEST USED IN LARGER BLOCKS TO CREATE AN IMMOVABLE


UNIT THAT WILL HOLD ANY OBJECTIVE FOR A LONG TIME

• HEAVY UNIT SO WILL ARRIVE IN THE MID GAME SO NOT


ALWAYS USEFUL
• THE “CHAFFE” OF THE DWEGHOM
• MODERATE DEFENSE 3 WITH THEIR SHIELDS
• EQUIVALENT TO MEN AT ARMS OR HUSCARLS OR
VANGUARD CLONES

• BACKBONE OF ANY DWEGHOM ARMY AS THEY ARE


MEDIUMS AND WILL BE SCORING OBJECTIVES FIRST

• EQUIVALENT STATS TO MEN AT ARMS BUT COST MORE


PUTS PEOPLE OFF – BUT REMEMBER THEY ALSO HAVE
ACCESS TO ROOTS OF STONE AND OTHER DWEGHOM
BUFFS THAT 100K DO NOT HAVE

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