It will.
It will.
you should make a great lawyer.complicating something very simple...lol...;)
I have a question.
Having forts instead of TG mean I can train a few more Ogres instead of defspec, all other constant, making my RAW OPA higher and thus little more protected for ambushes?
Last edited by Profetkaninen; 30-01-2009 at 17:51.
It is going to be the same for orcs. That is why they took out the 0/6 def specs for orc. That would be just too much. As I said before orc war hero can be very power if played correctly. And NoseBleed it will be insane.
no matter how many ogres u have, i assume you would only send enough to break the enemy. if you normally send all your ogres, that only give you increased losses, with no benefits. Unless u oversend just for ambush protection, which is not worthwhile because an ogre gives a measly 2 def. better to send off specs if you want.
Orc/Shepard
War
rax 30%
TG's 10%
Guilds 12%
Towers 8%
TD's 10%
WT's 20%
Hospies 10%
3tpa with 50% thievery sci.
Recover supplies with stealing-pezzies with kidnapp.
BOOYAH!
And plunders, so you can run fat levels of science for long stretches of time.
I'll break in the news to all of you: orc is still the weakest of the six races.
Catwalk's crusade for legalized cheating was a stunning success, with ghettos and low-tiered teams everywhere losing their wells of knowledge to better kingdoms in the process.
Step one: replace everything that works.
Step two: blame the predictable epic fail on outside forces.
Step three: keep the community informed that no progress has been made since the last update.
Step four: thank you for your patience.
I disagree. DE is much worse than orc this age.I'll break in the news to all of you: orc is still the weakest of the six races.
Orcs are interesting... If played properly they can be a dominant force due to an incredibly high OPA and plague is a killer. When you work in 30% gains it means that when chaining they have a much easier time overpopping people. Horrible news for kingdoms reliant on elves. If you mix orcs with a race that can generate income for dragons/aid (human/merchant) or some type of plague-immune combo that can double as a hybrid (dwarf/shepherd or gnome/shepherd) they can be very dangerous.
Their lone weakness is when the other kingdom decides to commit to launching dragons at them. They won't be able to send any back and will suffer horrible consequences because of it. Maybe at upper levels this is a big problem, but at the level I'm playing on orcs should be fairly dominant without needing considerable science/honor.
ahh ORCs OK by me
who wants to be strong
If you aint good enough ya shouldn't play
Have Fun & Prosper
definitely depends on how you play and what you can do as a KD. For the properly active, attacking KD orcs will be absolutely devastating.
"Oops..."
Depends what you're playing for to say if they're weak or not.
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