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Sodamoeba
08-29-2005, 07:27 PM
Class: Human
HP:40
Attack:0
Armor:10%
Blocking:0%
Movement:3 spaces
Recovery:1 turn after movement

The lookout is a lightly armored human unit who observes the enemy ranks and keeps surrounding allies on their toes.

Passive Effects:
+All friendly units within 4 squares of the lookout get +10% blocking (front) and +15% blocking (side)
+All enemy units within 4 squares of the lookout get -10% blocking (front) and -5% blocking (side)


Notes:
This units ability to decrease enemy blocking comes from him communicating their weak points to allies. The reason I dont think this makes him too over powered is because he would have to be near the front to effect an enemy unit in the beginning, and he would put himself at risk moving within 4 squares of an enemy at any other time as well.

He would be used mainly to help against all-out rushes at the start, and to help you win those close battles where it is your melee units against your opponents melee units...sometimes blocking luck can make all the difference.

His effects do not require focus! They are passive, so he has no attack phase!

Forest_Archer
08-29-2005, 07:45 PM
Nice idea, but honestly, would you waste an attacking unit for this?

I guess in trading this for a Wisp it might be okay in a rush game, but it would only be used at the end of rush games. Yes, I said rush games, because I wouldn't use this in a turtle game. ;)

Sodamoeba
08-29-2005, 07:48 PM
Is it underpowered, or just not a powerful enough effect on the whole?

legacy67
08-29-2005, 08:22 PM
Place this behind a knight wall and you have a nearly impenetrable wall. The only way this could be counterd would be by a mage bomb. Knights blocking 90/55? Scouts blocking 70/45? This makes non-magical units nearly obselete until the Lookout is killed.

Not a fan, creative, but too strong. Especially if you go on the defensive and BW this guy.