Jonspen
02-14-2005, 10:05 AM
Ok, this is one of my first ideas thrown in the C-A-U so I'll make it good. It's a new unti group. It includes some of the exisitng units being shuffled, to go along with the idea. You see, my idea is the contraptions all go together in a "Contraptions" unit type. Anyway, thats the introduction finished for my idea. Now to explain in as much detail as I can.
Key :
Blue = My ideas
Lime = Existing ideas
Contraptions
Lightning Ward
Hit Points : 56
Recovery Time : 4
Power : 30
Armor : 18%
Attack Pattern :
Calls down a bolt of Lightning on a single target within 3 tiles.
Special Abilities :
+ 100% Blocking from all sides
Lightning Wards have enough power to destroy most spellcasters in one single bolt.
Retreat units close to Lightning Wards. That will make your opponent think twice before coming in to finish off your damaged units.
Position Lightning Wards so that they act as a "wall" for protecting weaker units and healers behind them from fired long-range weapons, such as arrows.
Barrier Ward
Hit Points : 32
Recovery Time : 2
Attack Pattern :
Raises a Barrier on a single unit within 6 tiles as long as the Ward maintains Focus :
Focus spells are unblockable and can penetrate Barriers.
Special Abilities :
+ 100% Blocking from all sides
Tactics :
Barrier Wards are invulnerable to normal attacks when they are idle, but when they have Focus, they cannot block. To cancel your own Barriers, just Move, Turn, or Attack with the unit under the Barrier.
Position Barrier Wards so that they act as a "wall" for protecting weaker units and healers behind them from fired long-range weapons, such as arrows. For protection from unblockable attacks, cast Barriers on themselves.
Barrier Wards can be used to "buy time" for other units while they recover. Cast a Barrier on a recovering unit, and that will force your opponent to use up extra turns to break your Barrier Ward's Focus.
Shrine
Hit Points : 40
Recovery Time : 4
Attack Pattern :
The Waiting time of all units within 1 radius of the Shrine is deducted by 1.
Special Abilities :
+ 100% Blocking from all sides
Tactics :
The Shrine is useful for most corner formations.
If you take on a formation defensivley it is easier to do multi attacks to defend a heavy seige. Because you will be able to attack the enemies faster than they can attack you.
The Shrine also effects enemy units.
The Shrine cannot move, so it is the same recovery time each time.
Cannon
Hit Points : 24
Movement : 4
Armor : 70 %
Power : 30
Recovery Time : 5
Attack Pattern :
The cannon fires a small amount of fire out of the end. It hits all units 3 spaces infront of it.
Special Abilities :
Can attack units behind other units.
Tactics :
Good for rushing. If you want to destroy a corner formation fast then put this unit on your frontline.
The cannon is also a useful unit for facing mage bombs. Because it can wipe out multiple units on the front line fast.
Thats all for now. Sorry I couldnt provide any images.
All Critiscism and Comments are welcomed.
Key :
Blue = My ideas
Lime = Existing ideas
Contraptions
Lightning Ward
Hit Points : 56
Recovery Time : 4
Power : 30
Armor : 18%
Attack Pattern :
Calls down a bolt of Lightning on a single target within 3 tiles.
Special Abilities :
+ 100% Blocking from all sides
Lightning Wards have enough power to destroy most spellcasters in one single bolt.
Retreat units close to Lightning Wards. That will make your opponent think twice before coming in to finish off your damaged units.
Position Lightning Wards so that they act as a "wall" for protecting weaker units and healers behind them from fired long-range weapons, such as arrows.
Barrier Ward
Hit Points : 32
Recovery Time : 2
Attack Pattern :
Raises a Barrier on a single unit within 6 tiles as long as the Ward maintains Focus :
Focus spells are unblockable and can penetrate Barriers.
Special Abilities :
+ 100% Blocking from all sides
Tactics :
Barrier Wards are invulnerable to normal attacks when they are idle, but when they have Focus, they cannot block. To cancel your own Barriers, just Move, Turn, or Attack with the unit under the Barrier.
Position Barrier Wards so that they act as a "wall" for protecting weaker units and healers behind them from fired long-range weapons, such as arrows. For protection from unblockable attacks, cast Barriers on themselves.
Barrier Wards can be used to "buy time" for other units while they recover. Cast a Barrier on a recovering unit, and that will force your opponent to use up extra turns to break your Barrier Ward's Focus.
Shrine
Hit Points : 40
Recovery Time : 4
Attack Pattern :
The Waiting time of all units within 1 radius of the Shrine is deducted by 1.
Special Abilities :
+ 100% Blocking from all sides
Tactics :
The Shrine is useful for most corner formations.
If you take on a formation defensivley it is easier to do multi attacks to defend a heavy seige. Because you will be able to attack the enemies faster than they can attack you.
The Shrine also effects enemy units.
The Shrine cannot move, so it is the same recovery time each time.
Cannon
Hit Points : 24
Movement : 4
Armor : 70 %
Power : 30
Recovery Time : 5
Attack Pattern :
The cannon fires a small amount of fire out of the end. It hits all units 3 spaces infront of it.
Special Abilities :
Can attack units behind other units.
Tactics :
Good for rushing. If you want to destroy a corner formation fast then put this unit on your frontline.
The cannon is also a useful unit for facing mage bombs. Because it can wipe out multiple units on the front line fast.
Thats all for now. Sorry I couldnt provide any images.
All Critiscism and Comments are welcomed.