LPhillips,
LPhillips wrote:They shouldn't be useful outside of desert terrain. 14 movement is as good as most units, even though these creatures can't even survive outside of desert. Dwarves have 8; some people were even trying to get it lowered from that or have the 1/2 movement bonus not shareable. If dwarves had 14 movement everyone would be screaming their heads off.
I don't think they are useful outside of the Sand. I've never bought them as production in any game and in only 1-2 games that I recall have I built one despite their city wall negation. And prior to Beta6, I pillaged them in every map I found because the gold was better used on a Red Dragon/Devil/Archon. In Beta6 with the 3rd hit they are now in the gray range of units for me. As in it's about 50/50 to whether I pillage or keep them on maps other than 'The Waste' (basically if it's a 1v1 where I will get 20+ cities I keep, if it's a larger game where you get about 10 cities I pillage). Perhaps you feel differently on other maps. Remember they still take 3 turns to build.
As for Dwarves, the reason everyone would scream if they had 14 moves has NOTHING to do with them getting hills group move for 1. It would have everything to do with them being 1 turn, 15 strength, +5 attacking making them 20 strength 1 turn units with enough move to take advantage of that +5 attack bonus. If Dwarves had Lt Infantry stats (14 moves, 10 strength, +10 in hills only) with group move 1 on hills I could care less as there are many other 1 turn units I'd rather make unless I was on a hilly map.
LPhillips wrote:But I do believe it's unbalanced. No stack should get 28 base movement in a round on non-roads. With a green dragon, the player gets a further 8 moves. With a relatively well-leveled hero, another 4. With a blessing, that brings them to 44 movement in desert terrain. Cutting cost from 3 to 2 is not a very big deal. Cutting cost from 2 to 1 is doubling movement speed, and that's why a unit with group move 1 should never have over 10 base movement points.
You are slightly mis-stating how the movement works. What they get is not 28 moves (or 44 with all the other goodies), but rather 14 squares (or 22 squares). It's a small but subtle difference since movement isn't transferable to other terrain (44 real moves is much better than 22 squares on desert since it can be used to move in other terrain). Also, if the units that are grouped with the SandWorm don't move as fast (Pikes, Dwarf, Hv Inf, Siege etc) they don't get their base move boosted.
Personally I think it's great that on Sand, that you can move 14 or 16 squares a turn. One of the things about Warbarons that I find really restrictive compared to DLR is that it's impossible to make decent fast moving stacks because the game perpetually limits anything that might increase movement to constantly lower it to the 'average'. So the result is that you can never have a strategy of a player making 'light, fast moving units' to rapidly overwhelm another player who is making 'slow, strong units'. Nor can you get hero stacks moving at faster speeds (say an average of 24 moves) in order to defend your lands/expand etc. All things that were possible in DLR to break what I call the 'trench warfare' mentality that develops mid game in Warbarons where it's impossible to do anything undetected/easy counterable because enemies can't move faster than you can react.
To me units are only seriously unbalanced if:
1) They are so underpowered that no one is using them (Unicorns)
2) They are so overpowered that everyone is using them at the expense of everything else (Lt Calv in Beta2, Hv Inf in Beta3, Dragons in Beta4)
The Sandworm fits neither of those categories. It maybe slightly unbalancing on Desert but it's not enough to think it needs a major overhaul or else the game is broken.
LPhillips wrote:Limiting worms' movement to 10 would cut their stacks to 20 base move on desert (still very, very good), and make them less useful on other terrain (where, again, they shouldn't even be able to live/travel). It would also make Medusas more viable.
Making them move 10 would make them useless anywhere else. They'd be pillaged in an instant in any city and any map other than the Waste. Just too slow to move with a normal stack. Anything that doesn't move at hero rate (14) is useless as a 3+ turn unit that might go in a hero stack since you don't want the hero moving slower than necessary.
Not sure if they could live outside a desert in Dune. The whole world was a Desert and it's been a long time so I don't recall if they could be moved to another terrain.
KGB