Mithrandir
04-06-2005, 10:08 PM
Certified Gold Unit (http://www.tacticsarena.com/forum/showthread.php?t=16946)
Well I finally came up with another unit. I’ve kept myself busy on this forum by doing a lot of commenting and organizing the updated poll but until now I haven’t been able to come up with any ideas I was satisfied enough with to post (though I had dozens of ideas I scrapped because they didn’t ultimately strike me as excellent). I hope you like my seventh unit. :cool:
This one, like almost all my other units is defensive. What can I say? Turtles rock!
Vampire Bat (Beast unit)
(I needed a unit that sucks blood so I strongly considered making it a lawyer. Of course I decided against it but it would have been funny. :bigsmile: And for the record, it is a type of bat, not a type of vampire.)
HP: 40
Armor: 10
Power: 0
Blocking: 20 (10)
Movement: 3 (teleportation)
Recovery: 3
Attack pattern: Attacks a single unit within a range of 6 (unblockable non-focus attack, LOS doesn’t apply). It flies (teleports) to the unit and sucks blood and then teleports back to the spot it was in (that’s just the attack, movement isn’t included in that). Practically speaking it’s just a long range attack but most bats can’t suck blood from long range so it’s just to make it fit the unit better.
The first time the victim is attacked by the Vampire Bat its attack power is reduced by 2 and its recovery time is permanently increased by one (meaning from now on if it’s a scout it will recover at 3 instead of 2). If the same unit is attacked again the attack power is reduced by 2 again (attack power cannot be lowered by more than 50% so eventually this aspect of the attack would stop affecting a unit that is attacked enough times) and the permanent recovery time is unaffected but the temporary recovery of the unit will be increased by 1 (so if an enemy scout needs one more turn to recover and it is attacked by this unit for what is not the first time, the recovery will be boosted to 2). If the Vampire Bat is killed, all effects are reversed so affected units will get back their maximum attack power and normal recovery time. This makes it especially important to protect the Vampire Bat well as its low HP, armor and blocking make it vulnerable. Its very high range should be utilized well to keep it far away from attackers.
Tactics: Part of this unit is the basic concept as my Stunning Golem but with adjustments that significantly changes the strategy of the unit and, in my opinion, completely eliminates the problem of abuse potential. The strategy is to be able to help neutralize enemy units when they’re rushing in to give you more time to kill them with your other units (A KEY POINT because this unit can kill NOTHING by itself, it must work well with the other units) yet without an easily broken focus attack like the frost golem. This unit would work very well with a furgon as it would give it time to greatly reduce a unit’s ability to cause effective damage.
Naturally the permanent (or until the VB is killed) increase in an enemy unit’s recovery time is especially deadly so one would probably want to attack many different enemy units at first instead of focusing on one. The VB would be especially nasty against scouts because the extra recovery time would greatly increase their vulnerability and having their power reduced to 16 (or lower) would eliminate it’s ability to kill a cleric in two shots even with a heal. It would also be especially effective against a mud golem with the intention of doing successive quake attacks because instead of damaging units with a power of 15, 10 and 5 it would only do 13, 8 and 3, much less of a nuisance. Knights with a recovery time of 2 would be much more difficult to attack with especially because of the need to wait 1 turn after just moving.
I’m quite pleased with this unit although it took more time to iron out the details than most of my previous units. It’s completely tactical in that it can’t kill any units by itself but by working together well with the friendly units it would greatly neutralize the enemy units. It was a challenge to make it work but I’m convinced that it is powerful enough that it would be worth using (though only for someone that could use it well) yet it clearly does not fall under the category of overpowering.
As always, read the info carefully as this one is a bit complicated, and comment.
By the way, thanks to Lonely Tylenol for helping me finalize a balanced way of doing the attack and for helping me figure out a good name. :)
Edit: For the sake of clarification, the attack power is not decreased with poison or healing.
Well I finally came up with another unit. I’ve kept myself busy on this forum by doing a lot of commenting and organizing the updated poll but until now I haven’t been able to come up with any ideas I was satisfied enough with to post (though I had dozens of ideas I scrapped because they didn’t ultimately strike me as excellent). I hope you like my seventh unit. :cool:
This one, like almost all my other units is defensive. What can I say? Turtles rock!
Vampire Bat (Beast unit)
(I needed a unit that sucks blood so I strongly considered making it a lawyer. Of course I decided against it but it would have been funny. :bigsmile: And for the record, it is a type of bat, not a type of vampire.)
HP: 40
Armor: 10
Power: 0
Blocking: 20 (10)
Movement: 3 (teleportation)
Recovery: 3
Attack pattern: Attacks a single unit within a range of 6 (unblockable non-focus attack, LOS doesn’t apply). It flies (teleports) to the unit and sucks blood and then teleports back to the spot it was in (that’s just the attack, movement isn’t included in that). Practically speaking it’s just a long range attack but most bats can’t suck blood from long range so it’s just to make it fit the unit better.
The first time the victim is attacked by the Vampire Bat its attack power is reduced by 2 and its recovery time is permanently increased by one (meaning from now on if it’s a scout it will recover at 3 instead of 2). If the same unit is attacked again the attack power is reduced by 2 again (attack power cannot be lowered by more than 50% so eventually this aspect of the attack would stop affecting a unit that is attacked enough times) and the permanent recovery time is unaffected but the temporary recovery of the unit will be increased by 1 (so if an enemy scout needs one more turn to recover and it is attacked by this unit for what is not the first time, the recovery will be boosted to 2). If the Vampire Bat is killed, all effects are reversed so affected units will get back their maximum attack power and normal recovery time. This makes it especially important to protect the Vampire Bat well as its low HP, armor and blocking make it vulnerable. Its very high range should be utilized well to keep it far away from attackers.
Tactics: Part of this unit is the basic concept as my Stunning Golem but with adjustments that significantly changes the strategy of the unit and, in my opinion, completely eliminates the problem of abuse potential. The strategy is to be able to help neutralize enemy units when they’re rushing in to give you more time to kill them with your other units (A KEY POINT because this unit can kill NOTHING by itself, it must work well with the other units) yet without an easily broken focus attack like the frost golem. This unit would work very well with a furgon as it would give it time to greatly reduce a unit’s ability to cause effective damage.
Naturally the permanent (or until the VB is killed) increase in an enemy unit’s recovery time is especially deadly so one would probably want to attack many different enemy units at first instead of focusing on one. The VB would be especially nasty against scouts because the extra recovery time would greatly increase their vulnerability and having their power reduced to 16 (or lower) would eliminate it’s ability to kill a cleric in two shots even with a heal. It would also be especially effective against a mud golem with the intention of doing successive quake attacks because instead of damaging units with a power of 15, 10 and 5 it would only do 13, 8 and 3, much less of a nuisance. Knights with a recovery time of 2 would be much more difficult to attack with especially because of the need to wait 1 turn after just moving.
I’m quite pleased with this unit although it took more time to iron out the details than most of my previous units. It’s completely tactical in that it can’t kill any units by itself but by working together well with the friendly units it would greatly neutralize the enemy units. It was a challenge to make it work but I’m convinced that it is powerful enough that it would be worth using (though only for someone that could use it well) yet it clearly does not fall under the category of overpowering.
As always, read the info carefully as this one is a bit complicated, and comment.
By the way, thanks to Lonely Tylenol for helping me finalize a balanced way of doing the attack and for helping me figure out a good name. :)
Edit: For the sake of clarification, the attack power is not decreased with poison or healing.