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22woger22
05-06-2005, 06:34 PM
Teleporting Ward

All who approach this new-found ward seem to dissappear and re-appear a long way away. Humans now use this ward to teleport their allies into the enemy lines to attack. Humans also use this ward to banish all intruders that are brave enough to charge through.

Appearance: Not sure, maybe just to look like a Lightning Ward...

Health Points: 40
power: --
armor: 20
movement range: --
attack range: 4 squares
recovery time: none
blocking: 100% all sides

Attack pattern shown below:

OOOOXOOOO
OOOXXXOOO
OOXXXXXOO
OXXXXXXXO O - square that cant be targeted by the Teleporting ward
XXXXTXXXX X - square that can be targeted by the teleporting ward
OXXXXXXXO T - Teleporting ward
OOXXXXXOO
OOOXXXOOO
OOOOXOOOO

How it attack is shown below:

OOOOXOOOO
OOOOOOOOO
OOOOOOOOO
OOOOOOOOO Z - square that the teleporting ward attacked first
OOOOTOOOO X- square that teleporting ward attacked second
OOOOOOOOO T - teleporting ward
OOOOOOOOO (unit or shrub that was on Z is now teleported to X)
OOOOOOOOO
OOOOZOOOO

The teleporting ward first selects 1 square to 'attack'. Next you gotta select another square to attack. The 1st square you attacked will then be teleported to the other square u attacked (above shown, Z was attacked first, so now the unit on Z is teleported to the X square) You can teleport anything (units and shrubs) to another square (if that square already has a unit/shrub on it, the attack wont work).

You can teleport anything that is in the teleporting ward's range to another square BUT ONLY in the teleporting ward's attack range.

Other info:

I didn't put any recovery time for the teleporting ward but instead i put another kind of 'recovery'. You may only use the Teleporting ward's attack 3 times during a game. I did this because it may be overpowered if you keep teleporting enemy units away from yours.

Also, if you teleport your own unit to another square, that unit has + 1 recovery time (or else that unit can kill the cleric very fast). If u teleport the enemy's unit away, that unit does NOT have a +1 recovery turn.

The teleporting ward can teleport all units and shrubs but remember, it cannot teleport contraptions.

Tactics:

You can teleport your own unit (like knight) over all enemies to attack a focusing chanty or cleric. But remember, that unit has to wait 1 more recoevery turn before it can attack.

You can also teleport away an enemy unit that invades your defence line.

Another tactic, is to teleport an enemy to your defence line. If a weakened unit has retreated, you are able to telep[ort that weakened unit back to your army and kill it.

You can also teleport your own unit, that is deep within enemy lines, back.

If your enemy teleports their own unit over your defence line, you may be able to teleport that unit back. Same goes with if your enemy teleports your own unit to his/her line.

Please post anything you want me to change coz i just thought of the idea 20 minutes ago (takes me 20 minutes to write by the way :p)

hell_kill900
05-06-2005, 06:46 PM
so basicly you just transport a unit to another unoccupied square?

22woger22
05-06-2005, 06:50 PM
yeh :(

stupid joey
05-06-2005, 06:52 PM
Not bad. Not good though.

Hellblazer
05-06-2005, 06:52 PM
Transporting has been done before, including by me, so it's not original. I personally think transporting units is a good idea, though. It could prove advantageous.
Unit Garde: B+

22woger22
05-06-2005, 06:54 PM
Transporting has been done before, including by me, so it's not original. I personally think transporting units is a good idea, though. It could prove advantageous.
Unit Garde: B+

hmm....B+ thats the highest ive ever got in a test :)