Ironhaft Clan

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StormSaint373
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Ironhaft Clan

Post by StormSaint373 » Mon Oct 29, 2018 4:36 pm

A Specialized Group of Dwarves to compliment the Mountian Dwarves (Inspired) :D :D :D

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
Last edited by StormSaint373 on Wed Nov 28, 2018 5:09 pm, edited 8 times in total.
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Re: Ironhaft Clan (Dwarf Sub)

Post by Midonik » Mon Oct 29, 2018 5:21 pm

Gnomes are meant to be that.
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Re: Ironhaft Clan (Dwarf Sub)

Post by StormSaint373 » Mon Oct 29, 2018 5:26 pm

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.
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Re: Ironhaft Clan (Dwarf Sub)

Post by StormSaint373 » Mon Oct 29, 2018 5:37 pm

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.
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Re: Ironhaft Clan (Dwarf Sub)

Post by Tankhead » Mon Oct 29, 2018 5:44 pm

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 )
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Re: Ironhaft Clan (Dwarf Sub)

Post by StormSaint373 » 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
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Re: Ironhaft Clan (Dwarf Sub)

Post by StormSaint373 » Mon Oct 29, 2018 6:10 pm

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.
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Re: Ironhaft Clan (Dwarf Sub)

Post by Tankhead » Mon Oct 29, 2018 6:35 pm

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
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Re: Ironhaft Clan (Dwarf Sub)

Post by StormSaint373 » Mon Oct 29, 2018 6:36 pm

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.
Last edited by StormSaint373 on Mon Oct 29, 2018 6:58 pm, edited 2 times in total.
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Re: Ironhaft Clan (Dwarf Sub)

Post by Tankhead » Mon Oct 29, 2018 6:56 pm

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
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Re: Ironhaft Clan (Dwarf Sub)

Post by StormSaint373 » Mon Oct 29, 2018 6:59 pm

Elves also have sentinals
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Re: Ironhaft Clan (Dwarf Sub)

Post by Tankhead » Mon Oct 29, 2018 7:05 pm

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
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Re: Ironhaft Clan (Dwarf Sub)

Post by StormSaint373 » Mon Oct 29, 2018 7:13 pm

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.
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Re: Ironhaft Clan (Dwarf Sub)

Post by makazuwr32 » Tue Oct 30, 2018 4:07 am

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.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Re: Ironhaft Clan (Dwarf Sub)

Post by StormSaint373 » Tue Oct 30, 2018 1:52 pm

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!
Last edited by StormSaint373 on Tue Oct 30, 2018 3:30 pm, edited 1 time in total.
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Re: Ironhaft Clan (Dwarf Sub)

Post by StormSaint373 » Tue Oct 30, 2018 3:27 pm

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)
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Re: Ironhaft Clan (Dwarf Sub)

Post by StormSaint373 » Tue Oct 30, 2018 4:38 pm

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.
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Re: Ironhaft Clan (Dwarf Sub)

Post by makazuwr32 » Wed Oct 31, 2018 4:26 am

So spec ops?
I will look where you will get then.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Re: Ironhaft Clan (Dwarf Sub)

Post by StormSaint373 » Wed Oct 31, 2018 1:49 pm

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?
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Re: Ironhaft Clan (Dwarf Sub)

Post by General Brave » Fri Nov 02, 2018 3:41 am

This thing sounds interesting, if it's that much then it's not really a sub race but a group.
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Re: Ironhaft Clan (Dwarf Sub)

Post by StormSaint373 » Fri Nov 02, 2018 8:05 pm

Group? More are on the way... Just need to find good reason to add them yet.
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Re: Ironhaft Clan (Dwarf Sub)

Post by General Brave » Fri Nov 02, 2018 9:03 pm

Ok.
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Re: Ironhaft Clan (Dwarf Sub)

Post by makazuwr32 » Sat Nov 03, 2018 2:03 pm

Needs some minor polishing for stats but in general looks not bad.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Re: Ironhaft Clan (Dwarf Sub)

Post by StormSaint373 » Mon Nov 05, 2018 2:12 pm

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
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Re: Ironhaft Clan (Dwarf Sub)

Post by StormSaint373 » Mon Nov 05, 2018 2:19 pm

Here are the images... Final Drafts.
Attachments
Ironhaft Shotgunner.png
Ironhaft Shotgunner.png (884 Bytes) Viewed 1198 times
Ironhaft Flamethrower.png
Ironhaft Flamethrower.png (1.11 KiB) Viewed 1198 times
Ironhaft Bayonet-Rifleman.png
Ironhaft Bayonet-Rifleman.png (1.01 KiB) Viewed 1198 times
Ironhaft Rifleman.png
Ironhaft Rifleman.png (974 Bytes) Viewed 1198 times
Ironhaft Bruak-Pikeman.png
Ironhaft Bruak-Pikeman.png (1.24 KiB) Viewed 1198 times
Ironhaft Waraxeman.png
Ironhaft Waraxeman.png (1.33 KiB) Viewed 1198 times
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Re: Ironhaft Clan

Post by StormSaint373 » Wed Nov 28, 2018 5:13 pm

Ironhaft Waraxe Warrior
Ironhaft Waraxeman.png
Ironhaft Waraxeman.png (1.33 KiB) Viewed 1089 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
Ironhaft Bruak-Pikeman.png (1.24 KiB) Viewed 1089 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
Ironhaft Bayonet-Rifleman.png (1012 Bytes) Viewed 1089 times
Ironhaft Rifleman.png
Ironhaft Rifleman.png (929 Bytes) Viewed 1089 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
Last edited by StormSaint373 on Thu Nov 29, 2018 5:21 pm, edited 1 time in total.
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Re: Ironhaft Clan

Post by makazuwr32 » Thu Nov 29, 2018 5:41 am

For these stats increase cost by 1 for all units.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Re: Ironhaft Clan

Post by StormSaint373 » Thu Nov 29, 2018 5:25 pm

Edited.
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Re: Ironhaft Clan

Post by Savra » Thu Nov 29, 2018 5:26 pm

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.

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Re: Ironhaft Clan

Post by StormSaint373 » Thu Nov 29, 2018 5:30 pm

No. Ironhaft is appropriate.
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