Lonely Tylenol
05-08-2005, 12:21 AM
All right, this is a crack at abandoning all these big, complicated units and getting down to the melee units that people actually liked. I really enjoyed the concept of this unit (which is very much a polar opposite to the Grapnel Warrior), and I do hope the concept is well-recieved. Without further ado, I'll get to the unit itself.
Name: Blitzkrieg
HP: 45
Attack: 8*
Armor: 12
Blocking: 66% (33% from the side, parries with a two-handed sword)
Movement: 3
Recovery: 1
Attack Pattern:
X X = Primary attack pattern
X X = Seconday attacck pattern
X B = Blitzkrieg
X X X B X X X
X
X
X
Attack 1--Flurry: Flurry attacks all units in a straight line, LoS applied, for up to three squares. The attack does 8 damage with the Blitzkrieg's sword, in a manner that sacrifices power for quantity, and pushes the unit back one square, so a unit one square away would be potentially hit for 24 damage and pushed three squares (out of attack range). Each attack is blocked independently, but although units can block the damage, they are still knocked back by the force of the Flurry attack. The Blitzkrieg advances and attacks all three squares, landing on the third square in its attack. For instance, if a unit is two squares away... Flurry will not hit it the unit on the first square, but it will hit it on the second square. Let's assume the unit gets hit on the second square, and gets knocked back to the third. The Blitzkrieg advances to hit the third square, but the enemy blocks. It is knocked out of the Blitzkrieg's range, and does not take any damage. The diagram would look like this:
Before: After:
0 K B = Blitzkrieg
X B K = Knight
K 0 X = Attack Pattern
X 0 0 = Empty Square
B 0
The Blitzkrieg advances 3 spaces, and the Knight is knocked back 2, because it was only affected by the attack on the second square. Since the Knight was only hit once, it takes 8 damage and the attack ends.
Attack 2--Whirlwind: For the Blitzkrieg's secondary ability, the Blitzkrieg uses his own greatsword's flat end to force units in all directions away from him (wisp pattern, units go back in a straight line, units end 3 spaces away). This ability is triggered the same way the Mud Quake and Assassin Bomb are. If a unit is backed into a ward or Focused unit out of range, it will stop prematurely, but if two units in a straight line are affected, they will be knocked back until both units are at least 3 spaces away (one would be four). Attack power for this attack is 0, however, it will destroy Furgon shrubs and break Focus abilities if they are within range. A diagram should be in order:
0 0 0 0 0 0 0 0 0
0 0 0 0 L 0 0 0 0
0 0 0 0 0 0 0 0 0
0 0 0 0 3 0 0 0 0
0 0 2 2 B 4 S 0 0
0 0 0 0 1 S S S 0
0 0 0 0 0 0 S 0 0
0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0
Map Key:
Bold = target space
1 = Scenario 1
2 = Scenario 2
3 = Scenario 3
4 = Scenario 4
L = Lightning Ward
S = Shrub
B = Blitzkrieg
0 = Empty Space
All right, let me go through the situations in numerical order:
1: Basic pattern. No units obstruct the unit's path, so it will be knocked back two spaces, so it's three away.
2: Basic pattern, however, two units are affected by the take in the same line of fire. Both units are knocked out of the attack's range, the same amount of distance, so the farther unit will be four spaces away instead of the basic three.
3: In this portion of the diagram, the unit can be knocked back, however, a Lightning Ward obstructs its path, and it cannot leave the Whirlwind's range. The unit in this portion of the diagram is knocked back one space, adjacent to the Lightning Ward which obstructs its path.
4: In this final portion of the diagram, the unit cannot be knocked back in its state, because a shrub obstructs its path. However, since the shrub is within range, the shrub will be destroyed and the unit will consequentially be knocked back as far as it can go.
The diagram should look like this after the attack:
0 0 0 0 0 0 0 0 0
0 0 0 0 L 0 0 0 0
0 0 0 0 3 0 0 0 0
0 0 0 0 0 0 0 0 0
2 2 0 0 B 0 0 4 0
0 0 0 0 0 S S S 0
0 0 0 0 0 0 S 0 0
0 0 0 0 1 0 0 0 0
0 0 0 0 0 0 0 0 0
Tactics:
Much the opposite of the Grapnel Warrior, this unit's ability allows itself to push units away, in such a manner that can be either offensive or protective based on your abilities and its usage.
The Flurry attack is effective when you need to finish off a VERY badly injured unit, but cannot risk a hit-or-miss situation. A second benefit of the Flurry is to use it to knock a waiting unit into position for a more devastating attack.
Due to the mediocre defensive properties of the Blitzkrieg, the Whirlwind is more for self-sustaining purposes than to knock back units to protect other units in your team. Using this with a Furgon shrub allows for extreme self-sustaining capabilities in the late game--at what expense, however, is another matter.
The Whirlwind may also double as a means of destroying multiple shrubs at a time if necessary.
More tactics as I see fit to add.
Opinions on this unit? Constructive criticism and minor flaming accepted, baseless flaming ignored.
Name: Blitzkrieg
HP: 45
Attack: 8*
Armor: 12
Blocking: 66% (33% from the side, parries with a two-handed sword)
Movement: 3
Recovery: 1
Attack Pattern:
X X = Primary attack pattern
X X = Seconday attacck pattern
X B = Blitzkrieg
X X X B X X X
X
X
X
Attack 1--Flurry: Flurry attacks all units in a straight line, LoS applied, for up to three squares. The attack does 8 damage with the Blitzkrieg's sword, in a manner that sacrifices power for quantity, and pushes the unit back one square, so a unit one square away would be potentially hit for 24 damage and pushed three squares (out of attack range). Each attack is blocked independently, but although units can block the damage, they are still knocked back by the force of the Flurry attack. The Blitzkrieg advances and attacks all three squares, landing on the third square in its attack. For instance, if a unit is two squares away... Flurry will not hit it the unit on the first square, but it will hit it on the second square. Let's assume the unit gets hit on the second square, and gets knocked back to the third. The Blitzkrieg advances to hit the third square, but the enemy blocks. It is knocked out of the Blitzkrieg's range, and does not take any damage. The diagram would look like this:
Before: After:
0 K B = Blitzkrieg
X B K = Knight
K 0 X = Attack Pattern
X 0 0 = Empty Square
B 0
The Blitzkrieg advances 3 spaces, and the Knight is knocked back 2, because it was only affected by the attack on the second square. Since the Knight was only hit once, it takes 8 damage and the attack ends.
Attack 2--Whirlwind: For the Blitzkrieg's secondary ability, the Blitzkrieg uses his own greatsword's flat end to force units in all directions away from him (wisp pattern, units go back in a straight line, units end 3 spaces away). This ability is triggered the same way the Mud Quake and Assassin Bomb are. If a unit is backed into a ward or Focused unit out of range, it will stop prematurely, but if two units in a straight line are affected, they will be knocked back until both units are at least 3 spaces away (one would be four). Attack power for this attack is 0, however, it will destroy Furgon shrubs and break Focus abilities if they are within range. A diagram should be in order:
0 0 0 0 0 0 0 0 0
0 0 0 0 L 0 0 0 0
0 0 0 0 0 0 0 0 0
0 0 0 0 3 0 0 0 0
0 0 2 2 B 4 S 0 0
0 0 0 0 1 S S S 0
0 0 0 0 0 0 S 0 0
0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0
Map Key:
Bold = target space
1 = Scenario 1
2 = Scenario 2
3 = Scenario 3
4 = Scenario 4
L = Lightning Ward
S = Shrub
B = Blitzkrieg
0 = Empty Space
All right, let me go through the situations in numerical order:
1: Basic pattern. No units obstruct the unit's path, so it will be knocked back two spaces, so it's three away.
2: Basic pattern, however, two units are affected by the take in the same line of fire. Both units are knocked out of the attack's range, the same amount of distance, so the farther unit will be four spaces away instead of the basic three.
3: In this portion of the diagram, the unit can be knocked back, however, a Lightning Ward obstructs its path, and it cannot leave the Whirlwind's range. The unit in this portion of the diagram is knocked back one space, adjacent to the Lightning Ward which obstructs its path.
4: In this final portion of the diagram, the unit cannot be knocked back in its state, because a shrub obstructs its path. However, since the shrub is within range, the shrub will be destroyed and the unit will consequentially be knocked back as far as it can go.
The diagram should look like this after the attack:
0 0 0 0 0 0 0 0 0
0 0 0 0 L 0 0 0 0
0 0 0 0 3 0 0 0 0
0 0 0 0 0 0 0 0 0
2 2 0 0 B 0 0 4 0
0 0 0 0 0 S S S 0
0 0 0 0 0 0 S 0 0
0 0 0 0 1 0 0 0 0
0 0 0 0 0 0 0 0 0
Tactics:
Much the opposite of the Grapnel Warrior, this unit's ability allows itself to push units away, in such a manner that can be either offensive or protective based on your abilities and its usage.
The Flurry attack is effective when you need to finish off a VERY badly injured unit, but cannot risk a hit-or-miss situation. A second benefit of the Flurry is to use it to knock a waiting unit into position for a more devastating attack.
Due to the mediocre defensive properties of the Blitzkrieg, the Whirlwind is more for self-sustaining purposes than to knock back units to protect other units in your team. Using this with a Furgon shrub allows for extreme self-sustaining capabilities in the late game--at what expense, however, is another matter.
The Whirlwind may also double as a means of destroying multiple shrubs at a time if necessary.
More tactics as I see fit to add.
Opinions on this unit? Constructive criticism and minor flaming accepted, baseless flaming ignored.