I didnt know AoR was designed as three faction game, thats cool and they should have done 3 sides instead of 2. Since shammy has mistress of marsh as well but cant clean AM dots, and destro has no ranged KD or Pounce(as it should be) making Wl having no cooldown on pounce and 10s snare with 5s cooldown i always thought these are the reasons for Snare covenant/Run Away Tactics.Fey wrote: Sun Mar 01, 2026 10:48 am AoR was designed as a three faction game with racially locked parings. Warhammer tabletop is of course faction based, so the video game followed suit. All factions were locked to their classes and zones. Only by locking your faction zones and pushing the enemy fort could you then port to other zones.
Empire is balanced against chaos, HE vs DE, dwarf vs green skins.
The entire game was designed around this, as you can see with the very high morale gain of OG green skins for example, vs the more stout dwaves with things like racial armor tactic and Mountain Spirit, even canon smash as a hard morale counter if you could keep your engine alive till he gets M3.
Healer cleanses are another clue. AM can cleanse Shaman because green skins are weak to high elves in the lore. DoK has snare covenant for snare parity with AM Mistress of the Marsh. Etc.
Of course this was all scrapped in favor of 2 sides and faction mixing. The signs are all there nonetheless.
Kotbs had 65ft ranged Shatter, with destroy Confidence as core tactic<3 Making it shatter 3 enchantments and doing huge dmg on every hit as well. Mighty Soul also made this 4x times hitting shatter Elemental dmg<3 I have screenshot of Kotbs doing 2800 dmg on 1 Shatter that hits 4 times : D Im not sure how it goes on RoR but originally all healers could clean 8/12 classes, so if you had 2 healers doesnt matter which healer, they could cleanse everything in theory.
First Picture is the 2800dmg Kotbs shatter
https://imgur.com/a/warhammer-original-glory-3gwL5FQ



