Mithrandir
07-05-2005, 11:07 PM
Bio: Throughout history, every generation of men have wondered if they could somehow manipulate time and interfere with the space/time continuum. Only once was this ever accomplished. Through powerful magic of ancient wizards, the Continuum Ward was made, which was quickly turned into a weapon of war, used to halt time to give its owners the opportunity to launch a devastating attack.
Continuum Ward
HP: 44
Armor: 0
Power: 0 (it is a non-focus attack)
Blocking: 100% on all sides
Movement: 0
Recovery: 3
Attack Pattern: Select a friendly unit anywhere on the board.
To use the attack, first you must charge the ward (as in, power up). To charge it, you must select it, go to attack mode and click on the ward (using up that turn). Charging it does not require recovering at all; the 3 recovery only applies to the actual attack. Once it’s charged, you can select a friendly unit (opponent will NOT be able to see which unit you selected, they will only know that it selected something). On your next turn, that unit will get to move and attack twice instead of once. The unit will recover normally. The unit cannot attack a cleric twice on the same turn unless doing so would not kill it (such as in the case of a nearby muddy strike). Focus units are not benefited by the attack, except for the poison wisp which could attack, unfocus and refocus and have a useful effect. CANNOT be used on the Dragon Tyrant.
This is a tremendous advantage and if used well could be extremely effective. Economically speaking, you lose one turn. But you gain a tremendous opportunity to do immense damage, which makes it worth the turn loss and using up a unit space, IF you can use it wisely. You could move an armored muddy 10 spaces and have it quake twice. If a knight was in the right position, it could do its powerful attack twice, very seriously damaging a unit. You could use it to help a damaged unit retreat to safety (assuming you activated it on the wounded unit when it had one recovery left). In a pinch, you could use it on your cleric and heal twice. Keep in mind that while you lose a turn all in all in the exchange, you basically get to use the same unit without having to let it recover the first time so in a sense, you’re actually gaining time, especially if you’re using it on a unit with high recovery like the dragon.
I don't look at it as a rush unit though it could be used that way I suppose. But to paraphrase what LT said (who was tremendously helpful in getting this unit ready to post as well as making the next one, which is a doozy, more understandable), "this unit as opp side turtle written all over it." Kind of like my Hastening Golem, imagine playing an opp side game without one when your opponent has one. Yes it's one less attacking unit but so is the furgon and stone golem. Imagine not using one of these and facing an opponent who uses one. Ouch.
The possibilities are limited only by your imagination and your skill as a player. Hope you like it.
Edit: I've removed the option of being able to use it on your dragon. Sad to say, there is too much abuse potential there.
Continuum Ward
HP: 44
Armor: 0
Power: 0 (it is a non-focus attack)
Blocking: 100% on all sides
Movement: 0
Recovery: 3
Attack Pattern: Select a friendly unit anywhere on the board.
To use the attack, first you must charge the ward (as in, power up). To charge it, you must select it, go to attack mode and click on the ward (using up that turn). Charging it does not require recovering at all; the 3 recovery only applies to the actual attack. Once it’s charged, you can select a friendly unit (opponent will NOT be able to see which unit you selected, they will only know that it selected something). On your next turn, that unit will get to move and attack twice instead of once. The unit will recover normally. The unit cannot attack a cleric twice on the same turn unless doing so would not kill it (such as in the case of a nearby muddy strike). Focus units are not benefited by the attack, except for the poison wisp which could attack, unfocus and refocus and have a useful effect. CANNOT be used on the Dragon Tyrant.
This is a tremendous advantage and if used well could be extremely effective. Economically speaking, you lose one turn. But you gain a tremendous opportunity to do immense damage, which makes it worth the turn loss and using up a unit space, IF you can use it wisely. You could move an armored muddy 10 spaces and have it quake twice. If a knight was in the right position, it could do its powerful attack twice, very seriously damaging a unit. You could use it to help a damaged unit retreat to safety (assuming you activated it on the wounded unit when it had one recovery left). In a pinch, you could use it on your cleric and heal twice. Keep in mind that while you lose a turn all in all in the exchange, you basically get to use the same unit without having to let it recover the first time so in a sense, you’re actually gaining time, especially if you’re using it on a unit with high recovery like the dragon.
I don't look at it as a rush unit though it could be used that way I suppose. But to paraphrase what LT said (who was tremendously helpful in getting this unit ready to post as well as making the next one, which is a doozy, more understandable), "this unit as opp side turtle written all over it." Kind of like my Hastening Golem, imagine playing an opp side game without one when your opponent has one. Yes it's one less attacking unit but so is the furgon and stone golem. Imagine not using one of these and facing an opponent who uses one. Ouch.
The possibilities are limited only by your imagination and your skill as a player. Hope you like it.
Edit: I've removed the option of being able to use it on your dragon. Sad to say, there is too much abuse potential there.