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22woger22
05-07-2005, 06:46 AM
Please read ALL of this unit to understand it. It is longer than usual units, because i like doing great detail for my units. Took me 50 minutes to finish this unit, so i hope you like it!

EDIT: im gonna color it to make it easier to read :) Hope this helps whoever reads this!!!

before i write this:

I had this idea around a month ago, but i thought it wouldn't fit nicely within Tactics Arena (i mean, c'mon, a guy that throws bomb in a game where there can only be warriors, archers and mages). But recently, i read a unit created by the lord of CAU, Mithrander, which was named "mineslayer". Now, i have decided to create another kind of mine-setter except with a few alterations here and there. Please read ALL of this as it is quite different to Mithranders...i think...i hope...

Pyrominer

The Pyrominer combines the newly-created mine with the magical powers mages already have. The pyrominer can throw mines, but now, these mages are able to magically make the mines walk to an enemy.

short biography: These mages were once pyromancers. When human scientists invented a mine that explodes when it hits something, the pyromancers were the first to try them in battle. These once-pyromancers increased the firepower of the explosion (coz they're pyromancers, of course) and now can magically make these mines walk towards an enemy to explode. Also, with another spell, the pyromancers are able to make the mines invisible.

Appearance: Just looks like a pyromancer, except the pyrominer now wears a cloak instead of a hood. Underneath the cloak, the pyrominers keep his mines, so there are certain bulges here and there in the cloak.

Health Points: 30
Power: 24 & 10 (unblockable)
Armor: --
Movement range: 3
Recovery time: 3 (2 if only attack, and 1 if only moved)
Blocking: 33% front, 16% sides

Movement range:

OOOXOOO
OOXXXOO
OXXXXXO O = square where pyrominer cannot move onto
XXXPXXX X = square where pyrominer is able to move on
OXXXXXO P = Pyrominer
OOXXXOO
OOOXOOO



Attack range:

OOOXOOO
OOXXXOO X = square where pyrominer is able to throw a mine on
OXXPXXO O = square where pyrominer is not able to throw a mine on
OOXXXOO P = Pyrominer
OOOXOOO


Description of attack:

The pyrominer throws a mine (looks like a fat, red disk, except it has 4 legs) onto any square that is within 2 squares of the pyrominer. If a unit/shrub is already on that square that the Pyrominer throws his mine at, that unit/shrub is damaged by the mine.

If no unit/shrub is on that square, the mine stays on that square and is invisible to enemy eyes. When an enemy unit passes within 2 squares of the mine, the mine turns visible to the enemy, and walks to that unit. It will do damage to that unit and any unit that is next to it. example shown below:


OOZOO O = square which does not get hit
OZXZO X = square that mine walks to attack
OOZOO Z = Other affected squares by the mine's explosion


In other words, the mine does a cross-shaped attack (like the pyromancer attack). The unit in the middle receives 24 unblockable damage, while the other units on the squares next to the middle square receive 10 unblockable damage.

When an enemy is damaged by the mine, that unit's turn has ended. Remember, if an enemy walks anywhere withing range of the mine (doesnt have to stop within range) the mine will walk to that unit and explode, ending that units turn (cant attack and the unit stays on that square it was attacked on). That unit will face in the direction the mine exploded onto that unit.

The mine is invisible to the enemy, but if the enemy attacks the mine (whether it be scout line of sight or DMW 4-space attack) that mine turns visible, but is still 'alive'. 1 more attack to that mine and that mine dies.
If a mine is paralyzed, the mine will become visible to the enemy but will not be dead. The enemy still needs to attack it twice if the enemy wants the mine to die.

If a mine is thrown near an enemy (within 2 squares of that mine), the mine will NOT walk to that enemy. The mine will only walk to that enemy if that enemy moves (that enemy can still attack and change directions without getting hurt by the mine)

The mine will never walk to a friendly unit but a friendly unit can be damage by the cross-shaped attack.

You may only place mines further than 3 squares away from each other. If you try to place a mine near another mine which is 3 or less squares away, both mines will walk towards each other, and explode leaving you will no mines :p.

The mines do not require focus (just like furgon shrubs) and can be created again and again after the recovery time.

Man that took a long time to write :cool:

Tactics:

The Pyrominer can be used offensively and defencively.

Offensively: The pyrominer does great damage since the damage is unblockable. It does the same damage as the DMW attack.

This attack has the POSSIBLE range of 8 squares (3 squares for when pyrominer walks, 2 squares for the throwing of the mine, 2 squares for the mine to walk, and 1 square for the cross-shaped fire). It is a great focus breaker and can do great damage to a cleric early in a game.

Defensively: Since the mines are invisible to the enemy you may cover your turtle with mines without the enemy knowing where you put them. If an enemy tries to charge through, a mines will appear and explode onto that enemy. Beware of the cross-explosion which can hurt your own units.

Like, the normal pyromancers, pyrominers have low health, no armor and a high recovery time. A LW hit wipes out the pyrominer and a scout, knight combo demolishes a still-recovering pyrominer.

Retreat your damage units and surround them with mines, so the enemy will think twice before attempting to destroy them.

Keep your pyrominer safe (behind a knight wall) because of the pyrominers slow recovery, low HP, non-existing armor and low blocking. Try not to attack with the pyrominer unless you are sure an enemy is about to charge through your defence.

Try and attack your opponents pyrominer from a long range, especially if you know his/her pyrominer has set a mine somewhere. Scouts, golem ambushers, dragons and mages are perfect pyrominer killers.

I hope you like this idea coz i just wasted 1 hour on this :confused: , yes suprisingly it took me a long hour :wacko:.

22woger22
05-07-2005, 07:08 AM
Please tell me if you want me to change anythin.

Deathhead
05-07-2005, 08:09 AM
no i think it's a really good idea! :fire:

Mithrandir
05-07-2005, 08:15 AM
Very, very nice job. The recovery time is wrong, if a unit with three recovery moves it only recovers one. But very good job, you took a good concept and evolved it and made a unit that you can call your own.

I think it is overpowered though. The thing how it tracks an enemy unit is interesting but combine that with 22 unblockable and unaffected by amor damage is definitely too much.

Hellblazer
05-07-2005, 08:36 AM
I'll say that it's original and seems like a good unit. The only thing that bothers me is that the damage is unblackable and not affected by armor. Choose one and leave it at that.
Unti Grade: B+

22woger22
05-07-2005, 04:47 PM
hmm ok then ill change a bit here and there, thanks guys!

EDIT: Now it has 24 unblockable damage, before it was 22 non-armor-affected, unblockable damage

22woger22
05-07-2005, 04:56 PM
k im gonna put some other things in like appearance..

Moose
05-07-2005, 05:00 PM
Seriously stop double posting, thats what the edit button is for :).

22woger22
05-08-2005, 01:34 AM
sorry :(

sub the hendrix
05-08-2005, 01:56 AM
Good Unit. I agree with Mithrandar on all accounts (as usual) but Next time you edit a unit, put the changes next to the originals, in red, so I can see what it was like originally. Well thought out unit, be proud.

22woger22
05-08-2005, 02:27 AM
thanks sub! k ill start puttin the orignal stats now :)

Hellblazer
05-08-2005, 07:50 AM
Edited Unit Grade: A-

22woger22
05-09-2005, 01:36 AM
Kewl, thanks hellblazer, my first A kinda

*EDIT* I resisted 'bumping' up this and double posting :) Im gonna put some more info in

22woger22
05-10-2005, 09:28 PM
sorry cant resist..bump :)

Speed_Demon
05-10-2005, 10:01 PM
like your idea i thinck it should be in a post with a poll with all the other best dezined units and so they can be voted to be an accual unit

22woger22
05-11-2005, 01:32 AM
nah i dont think its that good.

im just in training :)

razor2007
08-03-2005, 01:04 AM
I dunno, it just looks like an overpowered minelayer to me. I mean to combine a unit i love, the mine layer, and a unit i almost always kill first the DSM, seem to redecu the appeal of the unit. I mean 22 dmg to a scout + the 26 of a dragon? Even with a heal a mud quake would tear it up. It would also put a serious damper on and type of unstoning strategy in a turtle game. Honestly, Pyrominer + Dragon just pwns anything.