

It’s very hard to put these things in without having imbalances, and OP traits that need to be ironed out. We need new DLC races to be exciting and interesting, with new mechanics that makes them stand out and be fun to play with. (But then it’s hard to justify over-powered Halflings from a convention/lore perspective.) So it’s natural in fact, I was a bit surprised that Halflings were so mediocre in this context. It’s the tendency of game developers to slightly over-power new factions/units with DLC to entice “on the fence” buyers. Yes, Embalmed provides +40% Fire Protection, but other races get access to that, too. Of course, the combined 60% Fire Weakness of Frostling Ghouls is terrible as well. Frostling Ghouls have a combined 100% Frost Protection, making them an especially troubling opponent for living Frostlings to compete against. On a side note, Frostlings suffer against Necromancer units, which have innate 40% or 60% Frost Protection for the Summons, and all Ghouls/Undead have 40% Frost Protection innately as well. While the total damage is higher, and hybrid damage has its particular strengths(minimum 1 damage/channel and strong against sub-10 defenses), hybrid damage is also known for having its particular weaknesses against higher defensive values and protections(Frost Protection is still more common than Physical). Their Frost Weapons trait for fighting units aside from their Mammoth Rider(not Supports or Archers or T1 Irregulars aside from their Ice Scaper) gives their units -4 Physical Melee and +5 Frost Melee. 40% Fire Weakness is a very firm weakness of Frostlings. That, and the 12 Def and Armored of Black Knight make them tough, too. Oh, and not Armored, so they can’t benefit from Enchanted Armory, or the Dreadnought’s Solid Engineering and Great Blacksmith upgrades.ġ6 Def unranked for Dwarf Board Riders, and eventually 18 at Elite(22 in Guard Mode) is a daunting consideration.įor what it’s worth, Black Knights are still often scarier when it comes to damage, due to 13 + War Cry + Polearm(against certain units) applying to multiple attacks, compared to 15 + 4 from Devastating Charge on a single attack. They’ll even only get to 11 Base Def, meaning they can only get +2 Def from Guard Mode, where 11+ Base Def Cavalry will get +3 Def from Guard Mode once they hit 13+ Base Def. So, high HP and high damage, but slower than all cavalry except Dwarves, but also grievously vulnerable to physical damage(especially ranged and defense-checks) compared to other Cavalry, as well as being the most expensive. 9 Def (next closest T2 Cav is 11 Def, this is NOT insignificant against ranged damage and Defense-checks in particular)

110 Gold Cost (10 more than Black Knight, the next closest)

Since the stats have mostly been seen already, I’ll just say it here:
