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fatal illusions
12-23-2004, 09:59 AM
for startes my first 4

hell jumper

HP:42
POWER:--
ATTACK RANGE: 5
MOVEMENT: 3
REVOVERY: 3
ARMOR: --
%BLOCKING: --

THIS UNIT CREATES TWO GATES TO HELL WHICH TRANSPORT UNITS AND / 0R OBJECTS THROUGH THEM AT NO MOVEMENT COST. THIS UNIT HAS TO MAINTAIN FOCUS FOR THE GATES TO WORK, IF HE BREAKS FOCUS THEN THE GATES DISSAPEAR, THIS IS USEFUL BECAUSE U CAN TRAP ENEMY UNITS BEHIND UR LINES. A UNIT WHO ENTERS THE GATE WILL RE-APPEAR AT THE OTHER GATE AT THE CRROESPONDING SQUARE... SO IF UNIT A ENTERS THE GATE FROM THE LEFT UNIT A WILL EXIT FROM THE RIGHT OF THE SECOND GATE.


srry about the caps lock i was too lazy to rewrite the whole thing

reflective mage (needs a new name)

HP: 38
POWER:--
ATTACK RANGE: 5
MOVEMENT RANGE: 3
RECOVERY: 2
ARMOR: --
%BLOCKING: --

ATTACK:
MAKES ONE WHOLE SQUARE A REFLECTIVE WALL THIS REFLECTIVE WALL HAS 45 HP AND CANNOT BLOCK OR BE HEALED. IF THIS IS HARD TO DO DUE TO THE PROGRAMMING,
THEN WE COULD LOWER THE HP OF THE WALLS A BIT TO MAKE IT BALANCED.
WHEN THE WALLS ARE ATTACK THEY ABSORB 25% OF THEW ATTACK AND THE DEFLECT THE REST OF THE ATTACK AWAY FROM THE WALL AT THE SAME ANGLE. SOME OBVIOUS DEFENSIVE CAPABILKITIES ARE PROTECTING THE CLERIC OR OTHER PIECES THAT MUST REMAIN IN FOCUS.

ON OFFONSE HOWEVER THERE ARE NUMEROUS POSSIBILITIES SUCH AS x= REFLECTIVE WALL s= SCOUT e= ENEMY += EMPTY SQUARE

++++x++++
s+++++++e

NORMALLY THE SCOUT CANNOT HIT THE ENEMY B/C IT IS OUT OF RAGE, BUT IF THE SCOUT USES THE REFLECTIVE WALL THE ATTACK IS BOUNCED AT THE SAME ANGLE AND THE ATTACK RANGE IS BASICALLY DOUBLED.



TELL ME WHAT U THINK AND OH WAIT I FERGOT TO MENTION THIS THE REFLECTIVE MAGE DOESN'T HAVE TO STAY IN FOCUS SO... U CAN MAKE MANY MIRROR WALLS THAT CAN HAVE SCOUT ARROWS BOUNCING LIKE CRAZY FORCING U AND UR OPPONENT TO PLAY THE ANGLES, WHICH CAN BE USEFUL IN SHOOTINGAROUND KNIGHT WALLS! ANY QUESTIONS OR COMMENTS PLZ SHARE AND PLZ TEKLL ME IF U HAVE ABETTER NAME!!!!!!!!!!!

again srry about the caps i was too lazy again...........


k i found some inspiration and retyped thes 2

srry guys

mist mage(needs new name also)

HP:45
power:--
recovery:2
movement:3
armor:--
%blocking:--
attack range: 5

this unit shrouds an area of tiles in the shape of a cross( like the pyro and furgon) in a mist. units can move into the mist but once they move into the mist their movement stops. as with a unit exiting the mist. your opponent cannot see your pieces that are in the mist and vice versa. a unit outside of the mist cannot attack into the mist and a unit inside the mist cannot attack out of the mist. this is useful for hiding injured units, or concealing movement of pieces, ie a scout. also because unit movement stops whenm entering, or exiting the mist, it would be good to use as a way to slow down enemy units making them take 2 or more turns just tio get through the mist.


-- tell me what u guys think
--fatal

Spit_101
12-23-2004, 01:48 PM
The first 2 suck (no offense)

The mist mage I like. It can be useful for units about to die.

The last one is basically a weaker ambusher. 'Cept the 6 armor.

You'll get better. (:))

fatal illusions
12-23-2004, 05:28 PM
ive probly been playing longer than u... these were my ideas like 6 ,months ago and i brought them from the grave... im taking out the last 1 b/c i realized it was a WEAKER ba

ne more stuff?