legacy67
05-09-2005, 03:28 AM
Ogre Berserkers were driven to insanity by constant harrassment at the hands of human villiagers. Once a reasonably intelligent race of giants, the ogre berserkers now wander the hills, dragging their clubs behind them, ready to beat back any attackers.
Changes are in green.
HP: 65
Armor: 10
Power: 26
Range: 1
Block: 50
Movement: 3
Wait: 2
Counts as 2 units
Ogre Berserker does not move for friendly units.
Special Ability: Knockback - When the Ogre Berserker attacks a unit in front of it, the unit is "knocked back" 3 spaces, or until it collides with a wall or another character. If the creature blocks, it is still knocked back, but only 1 space.
b=Ogre Beserker h=space unit is hit L=space unit lands
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xxbh--Lx
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If a unit is barriered, since the block is magical and no direct contact occurs with the unit, there is no knockback effect. With a paralyzed unit on the other hand, the full effects occur, including knoking the unit (possibly) out of the focus range. If the unit is knocked to an area still in the focus range, it remains paralyzed.
Hold Ability: Beserk Attack - When surrounded and only when the Ogre Beserker is at or below 20 HP, the player can hold and let go on the Ogre Beserker (ala Mud Golem) and the Ogre will swing his club in a circle, knocking everyone directly adjacent to him back one space causing 10 damage and the loss of one turn to the hit units.
b= Ogre, h=place unit it hit, L-place unit lands
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xxxLxxxx
xxxhxxxx
xLhbhLxx
xxxhxxxx
xxxLxxxx
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Strategy: Might be good in a turtle for defence (knock away those going for the Stone or Cleric). Also may be good at moving pesky blockers in a rush. My favorite idea is the chance to knock someone into the place you want for a Wisp or paralyze.
I know there has been some discussion of knockback before, but I feel that this creature better utilizes the feature, while balancing it out (ie. no extra damage for knocking into things) This is my first unit and it could probably use a bit of tweaking, but i think its low mobility, blocking and armor balance it out.
Changes are in green.
HP: 65
Armor: 10
Power: 26
Range: 1
Block: 50
Movement: 3
Wait: 2
Counts as 2 units
Ogre Berserker does not move for friendly units.
Special Ability: Knockback - When the Ogre Berserker attacks a unit in front of it, the unit is "knocked back" 3 spaces, or until it collides with a wall or another character. If the creature blocks, it is still knocked back, but only 1 space.
b=Ogre Beserker h=space unit is hit L=space unit lands
xxxxxxxx
xxbh--Lx
xxxxxxxx
If a unit is barriered, since the block is magical and no direct contact occurs with the unit, there is no knockback effect. With a paralyzed unit on the other hand, the full effects occur, including knoking the unit (possibly) out of the focus range. If the unit is knocked to an area still in the focus range, it remains paralyzed.
Hold Ability: Beserk Attack - When surrounded and only when the Ogre Beserker is at or below 20 HP, the player can hold and let go on the Ogre Beserker (ala Mud Golem) and the Ogre will swing his club in a circle, knocking everyone directly adjacent to him back one space causing 10 damage and the loss of one turn to the hit units.
b= Ogre, h=place unit it hit, L-place unit lands
xxxxxxxx
xxxLxxxx
xxxhxxxx
xLhbhLxx
xxxhxxxx
xxxLxxxx
xxxxxxxx
Strategy: Might be good in a turtle for defence (knock away those going for the Stone or Cleric). Also may be good at moving pesky blockers in a rush. My favorite idea is the chance to knock someone into the place you want for a Wisp or paralyze.
I know there has been some discussion of knockback before, but I feel that this creature better utilizes the feature, while balancing it out (ie. no extra damage for knocking into things) This is my first unit and it could probably use a bit of tweaking, but i think its low mobility, blocking and armor balance it out.