Virm wrote:But whether that happens or not, a user-friendly program for race/building/addon management should be doable.
It's heartening to see someone else say this.
Alright, warlords and warlocks, I present to you my entry for MoM IME Expanded's sixth race, the Kobolds, 8 units comprising units 42-49. You can check out the tiny, tiny graphics here:
http://s282.photobucket.com/albums/kk243/Lucern125/
As always, if you want to see the graphics it's best to download them and zoom in pretty far to see them at a reasonable level, particularly since these guys are even smaller than goblins. Since it's been awhile, I'll mention that green shades generally represent colors that will be replaced by your Wizard's color. The background is just aesthetic, to spare you from the sea of fuchsia that I look at when I make these lol. Next, I think I'll make some buildings just to try something I've thought would be relatively simple but fun. Your thoughts and ideas are welcome and are always possible to invade my psyche as I work further :D Working out the exact mechanics of statistics, strategic roles and abilities will be an ongoing process...not exactly set in stone now.
Kobolds – In extensive caverns far underneath Arcanus, many beings lurk about in ignorance of the trials above ground. Kobolds have eked out an existence for thousands of years, known only to Arcanus when they found settlements and begin to raid the surface. Kobolds are the fastest growing population on any known plane, boasting an astounding birth rate. However, their stature generally keeps them from overrunning Arcanus. Kobolds are cunning hunters, capable of rooting out many kinds of prey, large and small from the depths of the caverns. A few are gifted spellcasters. Kobold cities are cruel places, with prestige and power revolving around property, especially slaves. There is always a single tyrant running the show in kobold settlements, replete with absolute power. Kobolds despise several races of the Planes, such that it is easier to list their frequent allies: goblins, trolls, gnolls, orcs, lizardmen, and dark elves. Kobold advantages include the highest population growth and high unit figure counts, unusual starting location (if I can hack it), and buildings that few others will allow themselves to build. Disadvantages include weak physical statistics and low technology in areas of religion and magic research
Shortspears – Shortspears are young kobolds pressed into military service by city tyrants. They form huge squads, such that every opponent is often faced by 2 or more kobolds each. Shortspears are weak, unskilled, and motivated only by fear, but their numbers have proven decisive in more than a few battles.
Hunting Pack – Hunting packs are javelin-armed kobolds who roam caves in search of anything that can be brought back to their settlements as food. They also protect Kobold territory fiercely, and they are swiftly mobilized to provide missile support to kobold war parties. They are well equipped for missile attacks and are surprisingly competent in melee. Just as shortspears, hunting packs rely on numbers to decimate their opponents. The effect of experience upon these units is substantial given these large numbers.
Slaves – Kobold slaves are survivors of bloody gladiatorial combat. In the field, however, they fight with less enthusiasm, probably out of a desire to see Kobolds annihilated. It is believed that they are drugged by Shamans to reduce their willpower. This makes them particularly vulnerable to magical attacks. They wear no armor and carry only clubs and wooden shields, but they do far more with these materials than any of their free counterparts would. They cost only food to sustain them once they are organized for battle.
War Dogs – War Dogs are huge canines bred for size and ferocity. They can be seen guarding important kobolds and valuable treasures. They are among the most well-trained animals in Arcanus, not even needing riders to follow combat drills. Note that their tactics are not complicated, generally involving picking an opponent, chasing them down, killing them, and chewing on them until their handlers retrieve them.
Shamans – Kobold Shamans hold the secrets of healing and poison. They are generally considered to have been born with their powers given their darker coloration, but in fact this skin only sets their occupation in life. Shamans spend years alone in the caves experimenting with mushrooms, insects, and lizards to unlock secrets of Arcanus and maintain their high status as wizards in kobold society. Shamans can purify the land around them, heal their allies in battle and cast weakening spells, though they are not powerful combatants in a direct sense: they wear no armor and defend themselves only with enchanted staves made of the roots that penetrate cave walls.
Sorcerers – Sorcerers are kobolds seemingly born with a penchant for destruction. They are spoiled brats growing up – getting the best lizards and mushrooms that can be found before others, being given mating partners first, and living in secluded parts of kobold towns in large but often singed huts. They are uncaring combatants, working only for gold and the love of burnt flesh, but they unleash a devastating volley in a small package. Structures that enable sorcerers are really training them in the use of their abilities when directed and without burning the kobold standing next to them.
Assault Squad – Assault Squads are well equipped and trained tactical kobold teams that excel in a variety of tasks. They are trained from birth to ensure their combat viability in a Kobold's short lifespan. In that time they grow strong and agile, and they are trained in a number of pursuits related to stealth and field combat. They unleash volleys of poisonous arrows, after which they serve as shock troops to kill off remaining opponents.
Drill The drill is a unique kobold siege engine, originally developed for the purposes of surprising enemy settlements underground (often other kobolds) by drilling through the very stone of their caverns and then through the stone of their walls. It is armored to ensure that it accomplishes that exactly. The kobolds inside have actually been known to catch slow-moving or pinned enemies in their drill afterwards, as its wooden armor is fairly resilient.
Edit...lol, Photobucket cuts the unit names after a few characters. Guess what Kobold Assault Squad becomes...