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ironhorse123
08-31-2005, 02:26 PM
Anphibious: Beast Unit
Description: A tall blue beast that looks like a plytapus. It has webbed feet and webbed hands. Has a beaked orange nose and big white eyes.

HP: 45*
Attack: 20
Armor: 12
Movement Range: 4 any direction
Attack Range: Just like a knight except can attack either the first space or second space. He can't attack both.
Example:
U= Unit X= Regular Space A= Where it can attack.

XXAXX
XXAXX
AAUAA
XXAXX
XXAXX

Blocking: 35% front 17.5% sides
Turn Recovery: 2 turns attack 1 turn movement

Special Abilitys:
The Anphibious (AB) can move over units. Has transportation. It can, when under, 10 HP split into 2. Hold on the space the AB is standing on and then click the space where you want its copy to stand. It can be anywhere on your. If you have 10 units on the field and decide to use the AB's ability you must sacrifice the AB for the offspring (w/e u want to call it) of it.
Definition of "your side": Your half of the board. where in settings you can place your units.


The AB's stats stay the same it's copy doesn't.
Stats of the copied unit (when AB is under 10 ability)

HP: 20
Attack: 10
Armor: 6
Movement Range: 4 any direction
Attack Range: Just like the AB's
Blocking: 17.5% front 8% side
Turn Recovery: 1 attack 0 move
Special Abilitys: None


Tactics for AB:
The AB should be used to maily deal some up front damage. It is almost like a muddy, but has different abilitys and such. Its special ability can be used to create another unit for you. If you need some back up by your cleric or something then the AB (when under 10) can make a offspring and play some defense for you. With is teleport ability it can go behing units and deal damage. It isn't the best cleric killer for the first pr second turn, but it can help you kill the scout or knight.

*= I edited the category

Suggestions Please!

Sodamoeba
08-31-2005, 02:58 PM
It is well balanced because you cut the clone's stats in half, but you should view the AB's stats as such:

HP: 60
Attack: 30
Armor: 18
because, honestly, thats how powerful it is (add the clones and the ABs stats). This seems to me like a powerful Mud golem, except it has armor (and no mud-quake of course).

The thing I DO like about it though is that those stats I posted are a little decieving too. The fact that the Clone can be 1-hit KO'd by a number of units and 2-hit KO'd by all is what I think makes it balanced. It would be hard to get an attack off by the clone though, because if you put the clone in a position to attack ANY unit on its next turn, that unit will, without exception, be able to attack the Clone. I think a movement range of 4 would be appropriate for the Clone because then no unit would be able to 1 hit it right out of the gate. Good job in my opinion...8/10

8/10 creativity
7/10 balance
9/10 explanation
8/10 originality
9/10 abuse potential

ironhorse123
08-31-2005, 07:40 PM
Thanks for the opinion! :D

legacy67
09-01-2005, 01:27 AM
I would say first off that if anything this unit is underpowered. I see you set the armor JUST so that the knight can't kill it in 2 hits. Thats kinda cheap and cheeky but ok. The fact is that the one-two knight and DSM, DMW, or DT would see it off before it got down to splitting. I'm kind of annoyed with the unit because you have basically made it so you will ALWAYS have a chance to split, which again seems cheap. The 10 HP thing seems like more of a formality than anything else, especially when you consider the short recovery time.

As a unit on its own, I don't think it adds much to the game battle-wise. There is nothing that I would use this unit for tactically speaking (in the context of combat, not the clone thing). So as a unit used in battle, I don't like it as it is too weak to be truely offensive, and not enough HP or blocking to be an effective defensive unit.

The cloning thing to me seems to be little mor than a novelty. Why not just make the unit harder to kill? The clone is just connon fodder meant to prolong the game, and why prolong the game any more than it already is?

Basically, when reviewing a unit for me it comes down to one question:

Is there any unit in my current setup that I would trade for this unit?

Here, the answer is no.

ironhorse123
09-01-2005, 10:27 AM
Thanks for the help legace. What do you suggest I change?

legacy67
09-01-2005, 12:43 PM
I would suggest you move on.

Really, the problem is one of roleplaying, what role does this unit play that cannot be played more effectively by another unit? It is a low strength melee unit, not really desireable.

Any fundamental changes to its role would mean functional changes to the overall desgin, specifcally special abilities. Good try, but what's next?

ironhorse123
09-01-2005, 01:11 PM
True. Thanks Legacy and Soda! :)