Mithrandir
07-02-2005, 01:13 PM
Certified Gold Unit (http://www.tacticsarena.com/forum/showthread.php?t=16946)
I did a search and found one other unit with this name and it is completely different. The only unit I could find that bore a resemblance to this is the Snap Dragon. While one key concept is similar, this unit is much different and is explained more thoroughly.
This is my first unit in about a month and a half. Considering I haven’t had a strong hit since the Gramenger, I hope you like this one and my upcoming one as well.
Guard Tower (Contraption, Defensive structure)
HP: 60
Armor: 33
Power: 12 (blockable, unaffected by armor)
Blocking: 100% on all sides
Movement: 0
Recovery: 2
Attack Pattern: Automatically shoots an arrow at the closest enemy unit within a range of 5 (must be a unit within your starting territory or the middle line, or a unit that has attacked the Guard Tower). If several units are equally close, Guard Tower will target the unit it has the best chance of hitting (based on the direction the enemy unit is facing and it’s ability to block). If this isn’t enough, Guard Tower will target the unit with the lowest HP. If this isn’t enough, Guard Tower will target the unit that moved most recently.
The attack would take place right before the opponent’s turn ends. But the attack takes place ON the opponent’s turn, so if the last action of the opponent is to change direction, the Guard Tower fires right BEFORE the direction is changed.
Now at first glance you may think this is not a strategic unit, based on the fact that if you place it, you can’t command it to do ANYTHING. But while it works automatically, the affect it would have on strategy would be significant, especially considering it would be much more useful than a lightning ward in gold games (with the exception of same-side turtle games).
One thing you should note is that the abuse potential for this unit is extremely low considering it won’t attack into enemy lines unless it is in direct retaliation. So it isn’t a cleric killer or something. The primary advantage of this unit is the fact that you get an extra attack when it shoots because it doesn’t require using a turn, a significant advantage. I think it would be most interesting in turtle matches but it could actually be a high quality unit in rushes or anti-rushes considering those games move so quickly, the opportunity to hurt units without using turns would be extremely useful.
The attack power is low but with the fairly low recovery and excellent range, it would make defense quite a bit easier, especially considering the power of the threat. Again, I must quote the TAO Grandmaster Bottle:
Threats are everything in this game; they stop your opponent doing what he wants, and that gives you a chance to do what you want instead.
Even if the Tower isn't a significant threat, knowing it's going to attack is extremely intimidating, making this a powerful psychological weapon.
Let me know what you think. :cool:
I did a search and found one other unit with this name and it is completely different. The only unit I could find that bore a resemblance to this is the Snap Dragon. While one key concept is similar, this unit is much different and is explained more thoroughly.
This is my first unit in about a month and a half. Considering I haven’t had a strong hit since the Gramenger, I hope you like this one and my upcoming one as well.
Guard Tower (Contraption, Defensive structure)
HP: 60
Armor: 33
Power: 12 (blockable, unaffected by armor)
Blocking: 100% on all sides
Movement: 0
Recovery: 2
Attack Pattern: Automatically shoots an arrow at the closest enemy unit within a range of 5 (must be a unit within your starting territory or the middle line, or a unit that has attacked the Guard Tower). If several units are equally close, Guard Tower will target the unit it has the best chance of hitting (based on the direction the enemy unit is facing and it’s ability to block). If this isn’t enough, Guard Tower will target the unit with the lowest HP. If this isn’t enough, Guard Tower will target the unit that moved most recently.
The attack would take place right before the opponent’s turn ends. But the attack takes place ON the opponent’s turn, so if the last action of the opponent is to change direction, the Guard Tower fires right BEFORE the direction is changed.
Now at first glance you may think this is not a strategic unit, based on the fact that if you place it, you can’t command it to do ANYTHING. But while it works automatically, the affect it would have on strategy would be significant, especially considering it would be much more useful than a lightning ward in gold games (with the exception of same-side turtle games).
One thing you should note is that the abuse potential for this unit is extremely low considering it won’t attack into enemy lines unless it is in direct retaliation. So it isn’t a cleric killer or something. The primary advantage of this unit is the fact that you get an extra attack when it shoots because it doesn’t require using a turn, a significant advantage. I think it would be most interesting in turtle matches but it could actually be a high quality unit in rushes or anti-rushes considering those games move so quickly, the opportunity to hurt units without using turns would be extremely useful.
The attack power is low but with the fairly low recovery and excellent range, it would make defense quite a bit easier, especially considering the power of the threat. Again, I must quote the TAO Grandmaster Bottle:
Threats are everything in this game; they stop your opponent doing what he wants, and that gives you a chance to do what you want instead.
Even if the Tower isn't a significant threat, knowing it's going to attack is extremely intimidating, making this a powerful psychological weapon.
Let me know what you think. :cool: