DO/Rules/Fair Omen

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'''Leadership Boost''': Regiments now have +1 [Leadership] to fight more before running.
'''Leadership Boost''': Regiments now have +1 [Leadership] to fight more before running.
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There are few exceptions: Trolls/Wights/Mummies +2 L; All Elves +0 L (keep L8).
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Few exceptions: Trolls/Wights/Mummies +2 L; All Elves +0 L (keep L8).
'''White Grail''': Replaces Knights of the Realm to make the battles more interesting when it has to face the Black Grail, his Arch-Enemy. The White Grail has ''“Immune to fear”''.
'''White Grail''': Replaces Knights of the Realm to make the battles more interesting when it has to face the Black Grail, his Arch-Enemy. The White Grail has ''“Immune to fear”''.

Revision as of 12:30, 14 April 2011


Fair Omen reorganizes the Regiments/Items giving them a suitable Size/Price/Order and corrects some mistakes from programmers.

Download link: http://www.mediafire.com/?h2hz27i91twl2u2

Contents

Background: Problems with Dark Omen

  1. Regiments numbers: Very boring. All cavalries, except Pistoliers, with 12 men, most ranged/infantries with 16 men or 20 men.
  2. Artillery: How many times did we have to play Defensive due to our static artillery?
  3. Shields costs: Who dares to buy shields? This feature is not used because of high values, for example Zombies shield cost 600gc!
  4. Experience evolution: Who can afford for Top Wights (8400gc) or Top Orc Boar Boyz (7680gc) in a serious army?
  5. Items costs: Terrible! Swords too expensive for their performances, Horn of Urgok powerful effect at only 750gc, Shield of Ptolos and Spelleater Shield (which is better) at 500gc…

Fair Omen Changes

General Info

Fair Omen uses Epic Size scale for the Regiments: 1-3-6-9-12-16-20-26-32.

Mobile Artillery: Siege machines now have 2 Movement points and “Will never rout”. They are Single units (1/1) with 2 Wounds/2 Armor. Don’t have close attack. Ballistic Skill changes: Imperial Cannon +1 BS (to 4); Orc Ballista +2 BS (to 5).

Initiative Boost: Regiments now have +2 [Initiative] which improves their Path-finding. Movement changes: Vampire -1 MOV (to 5); Wraiths +1 MOV (to 5).

Leadership Boost: Regiments now have +1 [Leadership] to fight more before running. Few exceptions: Trolls/Wights/Mummies +2 L; All Elves +0 L (keep L8).

White Grail: Replaces Knights of the Realm to make the battles more interesting when it has to face the Black Grail, his Arch-Enemy. The White Grail has “Immune to fear”.

Monsters Squads: Greenskins monsters have been increased in order to get Tank Regiments similar to Mercenary Ogres. Trolls: 3/3; Spiders: 3/3; Scorpions 6/6 (alone were useless in big battles).

Errors corrected from programmers: Checking Regiments descriptions with Editor I found that Mercenary Ogres didn’t have “Cause fear” and Zombies weren’t “Immune to fear”.

Experienced Troops

Old System: In DO, next level doubles the Regiment last price: Zombies go from 270gc (level 1) to 540gc (level 2) and then jump to 2160gc (level 4 FE). Considering gold spent, 2 Zombies lvl-1 are better than 1 Zombies lvl-2 (here only quantity matters, not much the quality).

New System: In FO, next levels will have a small increase depending on the Regiment performance. Also it has a Shield Structure where Regiments with higher level also come with higher armor, always based on Dark Omen limitations.

Items Costs

They are multiplies of 50 because help you spend all gold when playing with 5k/7k Limits.

SWORDS Cost SHIELDS Cost BANNERS Cost MAGE Cost OTHERS Cost
Skabskrath 350 Spelleater 400 Defiance 500 Wand of Jet 400 Horn of Urgok 3500
Hellfire 250 Ptolos 200 Wrath 550 Staff of Osiris 350 Potion of Strenght 150
Grudgebringer 150 Dragonhelm 50 Mork's War 300 Book of Ashur 200 Heart of Woe 100
Storm 150 Enchanted 50 Arcane Warding 300
Runefang 50
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