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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.

Zeratul
02-14-2005, 10:07 AM
Jonspen you forgot the diagrams, that would help but the shrine sound great but also sounds too powerful maybe cut one turn off recovery for units in radius

Jonspen
02-14-2005, 10:08 AM
Diagram?

Zeratul
02-14-2005, 10:10 AM
N/M I just caught myself too, that's what I get for not fully reading

Jonspen
02-14-2005, 10:12 AM
I read your edit.

I suppose your right in a way, I just wanted a unit for helping turtles.

But I found a flaw in your idea.

What would be the point in having a unit that cuts 1 recovery, because by doing that your wasting a turn anyways which would be cutting one turn no matter what.

See what I mean?

Zeratul
02-14-2005, 10:16 AM
no I don't, try again.

Jonspen
02-14-2005, 10:18 AM
How can I explain this...

Say, a dargon with 3 recovery is sitting in a turtle. And I can finish a DSM next go, would I want only 1 off or not? It would only take it down to 1. Because by skipping that go it also counts as 1...

Wait a minute....Your right!

Zeratul
02-14-2005, 10:21 AM
wha now you've really got me confused

Jonspen
02-14-2005, 10:27 AM
I changed it.

By explaining to you, I found out Im talking crap. You were right all along.

ko71991
02-14-2005, 10:56 AM
Wow, I love the shrine, and cannon.... Brilliant. :D

Jonspen
02-14-2005, 10:59 AM
Thanks ^_^

I thought, alot of people have been complaining that the Busher has ruined turtling. With the shrine it would even things up.

ko71991
02-14-2005, 11:13 AM
Yes.... The cannon would be useful to take the shrine out.... :p

Jonspen
02-15-2005, 04:00 AM
Meh....

Duffman
02-15-2005, 05:34 AM
With the Shrine... Is it a focus attack? You didn't specify. Also with it come some inherent difficulties. Units have recovery times set differently for moving and for attacking. So if you shrine a cleric does it become 2 turns for heal (2 for move) or 3 turns per heal and 1 per move.... Or the scout that has 1 for move and 1 for attack. Which one does it take?

Other than that your cannon is ridiculously overpowered. With 70 armour it only dies after you inflict 80 hit points of damage. Even a dragon only does 8 damage to it. And it can move 4 spaces to kill a mage in one shot. AND it has the potential to hit 3 units... Sheesh.

Terps rock
02-15-2005, 05:45 AM
duff i hate u stole my question i was thinkin bout not reading it but then i thought let me look and u stole my focus question.

Is the Shrine a focus attack? Ignore drastic improvement in punctuation and capitalization.

Duffman
02-15-2005, 05:51 AM
Better? :)

Jonspen
02-15-2005, 08:19 AM
With the Shrine... Is it a focus attack? You didn't specify. Also with it come some inherent difficulties. Units have recovery times set differently for moving and for attacking. So if you shrine a cleric does it become 2 turns for heal (2 for move) or 3 turns per heal and 1 per move.... Or the scout that has 1 for move and 1 for attack. Which one does it take?

Other than that your cannon is ridiculously overpowered. With 70 armour it only dies after you inflict 80 hit points of damage. Even a dragon only does 8 damage to it. And it can move 4 spaces to kill a mage in one shot. AND it has the potential to hit 3 units... Sheesh.

Ohhh!

When I write armor, I ment blocking. 70% blocking! I never thoght about the actual armor.... :confused:

Jonspen
03-09-2005, 12:58 PM
Bumpedy Bump bump Mc Bump boodles.

ko71991
03-09-2005, 11:19 PM
I'll second that motion.

Lonely Tylenol
03-10-2005, 02:18 AM
The Cannon, as specified, is ridiculously overpowered. The only unit with 30 power is the Lightning Ward, and it cannot move, has limited range, and can only hit one enemy every five turns.

The Shrine seems useless. You do realize that 1 range is Knight attack pattern, right? In order to make use of the Shrine, you'd have to crowd your units around it. I couldn't see this doing much at all for a corner formation, save for perhaps a Witch bomb.