View Full Version : Grenadier
Killjoy
07-01-2005, 09:17 AM
Grenadier
HP: 30
Armor: None
Power: None
Movement Range: 2
Attack Range: 6 (Not affected by LoS)
Recovery Time: 4 turns
Blocking: None
Attack: Lobs a grenade at a target location, but not at a target unit. (Maximum range of 6.) After two turns, the grenade will explode, dealing 20 damage to all adjacent units within one square of it, and a minor 10 damage to all units within 2 squares. This attack is affected by armor, and is also unblockable. Grenades can be killed. They have 35 HP each, and armor.
Tactics:
The most obvious one is that it is used just to deal damaged. It has a 20 damage self explosion, so that most mages will die in 2 hits, even if they're healed once by a Cleric.
This unit is also useful for cutting off an enemy's escape due to its long range. However, this might be hard to pull off since it takes two turns for the grenade to explode and the enemy will probably walk around it.
The Grenadier should be positioned somewhere in the middle, so that its long range allows you to reach enemy units farther in the back. He should be fairly well-protected because he has low HP, with no armor or blocking abilities.
Grenades are also useful for wasting an enemy's turn to destroy it, or else evacuating units away from it.
This is my first unit created for this forum, as you can probably see.
tarvos 6
07-01-2005, 09:35 AM
thats a great unit, i was thinking earlier about a unit sort of like that, but he would have the movement and range of a furgon, and hiw bomb would take 2 turns also, but it only atacks like the range of the assassin, but he would have a 2 turn recovery, and not a four, and possibly more hp, but yeah, good unit.
tarvos 6 ‡^)
KBHoleN1
07-01-2005, 09:57 AM
Nice idea, a little too much like a GA for me, but still nice. I think it would balance it more if the grenade didn't have armor, because the 25% armor makes it as strong as a 40 hp unit, meaning two scouts can't kill it. Perhaps 32 hp, no armor.
ALSO: can the grenades be healed? can greandes be frozen or paralyzed?
Killjoy
07-01-2005, 10:10 AM
I changed it to 35 HP, so that most units can kill it in two hits. (Except Pyromancers, as this unit is basically designed to take out mages.)
No, grenades may not be paralyzed, but it is able to be healed. If it is able to be paralyzed, then it would be underpowered, as an Enchantress's recovery time is less than the Grenadier's.
It cannot also be healed. If it is, then it takes 3 hits for an 18-powered unit to destroy, and will blow up before it is killed.
Revenge
07-01-2005, 10:37 AM
Thats a pretty good unit in all, but i dont think gernades would be used in mid-evil time, lol./
But still good unit
speaker4thedead
07-01-2005, 11:22 AM
Nice idea, a little too much like a GA for me, but still nice. I think it would balance it more if the grenade didn't have armor, because the 25% armor makes it as strong as a 40 hp unit, meaning two scouts can't kill it. Perhaps 32 hp, no armor.
ALSO: can the grenades be healed? can greandes be frozen or paralyzed?
i thought it allso resembaled the ambusher but nice idea
KBHoleN1
07-01-2005, 11:48 AM
I changed it to 35 HP, so that most units can kill it in two hits. (Except Pyromancers, as this unit is basically designed to take out mages.)
No, grenades may not be paralyzed, but it is able to be healed. If it is able to be paralyzed, then it would be underpowered, as an Enchantress's recovery time is less than the Grenadier's.
It cannot also be healed. If it is, then it takes 3 hits for an 18-powered unit to destroy, and will blow up before it is killed.
I like the changes you made, thank you. But I'm still not sure about the healing, your post was a little ambiguous - which is it?
no, to close for the busher, make it effected by LoS and you'd have somtihng decant, grenades dont really fit in with the time period, because then we'de have guns, and it is a bit similer to Mith's minelayer, a good starting unit though
Swartzstrom
07-01-2005, 01:07 PM
Grenadier
HP: 30
Armor: None
Power: None
Movement Range: 2
Attack Range: 6 (Not affected by LoS)
Recovery Time: 4 turns
Blocking: None
Attack: Lobs a grenade at a target location, but not at a target unit. (Maximum range of 6.) After two turns, the grenade will explode, dealing 20 damage to all adjacent units within one square of it, and a minor 10 damage to all units within 2 squares. This attack is affected by armor, and is also unblockable. Grenades can be killed. They have 35 HP each, and armor.
Tactics:
The most obvious one is that it is used just to deal damaged. It has a 20 damage self explosion, so that most mages will die in 2 hits, even if they're healed once by a Cleric.
This unit is also useful for cutting off an enemy's escape due to its long range. However, this might be hard to pull off since it takes two turns for the grenade to explode and the enemy will probably walk around it.
The Grenadier should be positioned somewhere in the middle, so that its long range allows you to reach enemy units farther in the back. He should be fairly well-protected because he has low HP, with no armor or blocking abilities.
Grenades are also useful for wasting an enemy's turn to destroy it, or else evacuating units away from it.
This is my first unit created for this forum, as you can probably see.
I don't like it. It's not the unit itself that's the problem...the problem is that I would think that by the time we could use grenades in the game, we'd have guns, too. :dry:
BrainFreeze
07-01-2005, 01:45 PM
It's a good unit and everything, but seeing as technically grenadiers were infantry used from about 1700-1900 or so, they used muskets as well, and i don't really want this game to change that much. :dry:
Mithrandir
07-01-2005, 01:57 PM
Way overpowered with abuse potential through the roof but a good effort nonetheless from a new designer. Keep it up, good luck on your next one. I recommend you think it out a bit more and explain it more thoroughly and most importantly, don't let it be ridiculously powerful.
And I can't give you a hard time about the non-medieval thing, I did the same thing with my first unit, the one Kyir mentioned (Minelayer, link in sig). I don't think it's a huge deal though considering this isn't just a medieval game, it's a fantasy game so you can change the kind of attack so it's something magical. I read your unit based on the stats and abilities, not the fact that grenades don't fit the game too well.
Swartzstrom
07-01-2005, 01:59 PM
Way overpowered with abuse potential through the roof but a good effort nonetheless from a new designer. Keep it up, good luck on your next one. I recommend you think it out a bit more and explain it more thoroughly and most importantly, don't let it be ridiculously powerful.
Mith, I was wondering where you went. I thought you just left without telling anybody. :huh:
Dragoen Link
07-01-2005, 02:00 PM
No one ever leaves.
Mithrandir
07-01-2005, 02:00 PM
Nah, I went on vacation and I told everyone I was going. I think in the committee thread.
Dragoen Link, some people leave I suppose. I'm sure I'll leave eventually. You can assume I'll be back though unless I post a goodbye thread, which I will certainly do when I leave for good.
if you want examples of some good units look thruogh Mith's archive, Walrus's, cross punisher's and my own
Mithrandir
07-01-2005, 02:26 PM
You forgot LT's, he has some of the best units around. And of course we mustn't forget one of the four platinum units, Duff's Frucor and Child.
Actually, one way to find good units is to look at the second post of the CAU Certification Committee thread.
some units are good that wernt up there, mostly becasue they wernt nonminated, my rivers end for example, just because it was lost in history (just a example, i never tohught it was very good)
Mithrandir
07-01-2005, 02:30 PM
If you want another of your units considered, feel free to mention it.
Talinsword
07-01-2005, 04:23 PM
I like the idea. Although it's a little close to the ambusher, it can't take out a cleric early on unless they don't move the cleric away from the grenade or destroy it..
As to "medival" aspect of it... The Chinese (I believe?) invented exploding devices long before the refined the powder to be used in guns. It's much more simple to pack powder into a case that explodes then to make a gun that doesn't explode the person using it...
Also, how do you think the Assassin Suicide Bomb works? :p
Good first unit, keep it up. :)
~Talinsword
Swartzstrom
07-01-2005, 04:30 PM
I like the idea. Although it's a little close to the ambusher, it can't take out a cleric early on unless they don't move the cleric away from the grenade or destroy it..
As to "medival" aspect of it... The Chinese (I believe?) invented exploding devices long before the refined the powder to be used in guns. It's much more simple to pack powder into a case that explodes then to make a gun that doesn't explode the person using it...
Also, how do you think the Assassin Suicide Bomb works? :p
Good first unit, keep it up. :)
~Talinsword
Because the Assassin is a Ninja.
Talinsword
07-01-2005, 04:33 PM
Because the Assassin is a Ninja.
Well yah.... But she does use a bomb to explode.. And that was my point.. She explodes. :P
Swartzstrom
07-01-2005, 04:38 PM
What I really think she does is...
She passes gas from her ass to a bottle and she quickly closes it up. The bottle is special, in that it doesn't let gas out. Then she puts a match inside the bottle, and BOOM! The AssBomb.
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