Cross Punisher
09-03-2005, 11:53 PM
This unit, I believe, is my most complicated unit yet. Usually when making a good unit, you take 1 original idea and work with it to make it balanced. In fact usually when you try to put too much into a unit, people say it’s just too much for 1 unit. I intend to go for broke with this unit.
IMPERIAL QUEEN BEE
"Imperial Queen Bees are both larger and extremely different than other bees. Imperial Queens are able to secrete honey right from their body that hardens quickly acting as a protective coating, but as the Queen grows weaker it secretes less and less honey. Queens also lay their eggs inside their body, and when the eggs leave the body they hatch automatically into Workers but are still linked physically to the Queen. The Workers feed on the nutrients where they’re are laid for additional strength. Due to the complications of being a Queen, Queens are unable to take the offensive themselves."
STATISTICS
Health Points: 42
Power: 0
Armor: Current HP
Movement Range: 4; Teleportation
Recovery: 3
Blocking: 0
Attack Range: 2; Straight line
Attack Pattern: Cross-shaped with the square closest to the Imperial Queen Bee (IQB) not effected, and cannot effect the IQB that cast the attack
I – Imperial Queen Bee
A – Attack Pattern
3 Possible Attack Patterns
OAO OOO OOO
AAA OAO OOO
OOO AAA OAO
OIO OIO AIA
IMPERIAL QUEEN BEE INFORMATION
The IQB attacks with a focus effect, which summons Workers onto the squares it attacked. The IQB must retain focus to maintain Workers. The IQB floats above the ground and is unaffected by mudquakes.
Health Counters
The number of Health Counters and type of Worker summoned depends on the HP of the attacked unit/space. Health Counters (HC) are nothing new to the game. They exist but are not defined to players. The only things with HC currently in the game are Shrubs which have 1 HC. What this means is that 1 HC is destroyed when that unit is attacked no matter the damage. A LW’s 30 power attack destroys it the same as a DT’s 0 power attack, but focus effects however do not destroy HC. Because of this, units with HC don’t have an armor or blocking attribute.
ALPHA WORKER
"Alpha Workers are the top class of Workers laid by the Imperial Queen Bee. They gain their superiority over Beta and Gamma Workers because they are able to overcome whatever unit may be standing where they are laid and use that unit’s nutrients as they’re own. They have a significant increase in health and movement."
STATISTICS
Health Counters: 2, 1
Power: 22
Movement Range: 4; Teleportation
Recovery Time: 1
Attack Pattern: An adjacent square
How to Attain
If a unit with at least half of it’s health is attacked by the IQB, it will be an Alpha Worker with 2 HC. If a unit with less than half of it’s health is attacked by the IQB, it will be an Alpha Worker with 1 HC.
BETA WORKER
"Beta Workers are middle class Workers laid by the Imperial Queen Bee. These Workers are able to feed on the nutrients of Shrubs giving them slight superiority over Gamma Workers. Beta Workers ingest the Shrubs they are laid on for a nutrient boost though the Shrub is no where as helpful as using a unit’s nutrients would have been."
STATISTICS
Health Counters: 1
Power: 20
Movement Range: 3; Teleportation
Recovery Time: 1
Attack Pattern: An adjacent square
How to Attain
If a Shrub is attacked by the IQB, it will be a Beta Worker.
GAMMA WORKER
"Gamma Workers are the lowest class of Workers laid by the Imperial Queen Bee. They gain no extra nutrients after being laid in an empty square and therefore get no addition strengths to add to their own. They are inferior to both Alpha Workers and Beta Workers and won’t survive very long on their own."
STATISTICS
Health Counters: 1
Power: 18
Movement Range: 3; Teleportation
Recovery Time: 1
Attack Pattern: An adjacent square
How to Attain
If an empty square is attacked by the IQB, it will be a Gamma Worker.
INTIMIDATION
A Worker will not attack a Worker that has a higher class than itself. Gamma Workers can't attack Beta or Alpha Workers, and Beta Workers can't attack Alpha Workers.
WORKER INFORMATION
Workers float above the ground, so they’re unaffected by mudquakes. Alpha Workers do count as endgame units, but Beta and Gamma Workers don’t. Workers can be targets of focus effects. Workers attack with their jaws and their stingers by either attacking with both at once (Blockable for max damage) or by using their jaws as a distraction to attack with there stinger (Unblockable for half damage).
When a Worker is attacked, not only does it lose 1 HC, but the IQB passively receives the damage done without breaking the IQB’s focus. The damage is done after the IQB’s armor has been taken into account. For example if a Scout attacked a 2 HC Alpha Worker, the Alpha Worker would lose 1 HC and the IQB would lose 10 HP putting it at 32 HP with 32 armor. When a Worker is poisoned, both the Worker and IQB lose health depending on the health system they are using; Workers lose 1 HC per turn, and the IQB loses 4 HP per turn, though only the Worker suffers the other effects of poison, and poison damage doesn’t stack for the IQB. If a Worker becomes paralyzed, only the Worker is considered paralyzed.
Multiple Workers can be attacked in the same turn. Damage is calculated normally as if each Worker was attacked 1 at a time, so the IQB’s armor would decrease after each Worker had been attacked. For example if a IQB summoned 4 Workers and a Pyro attacked all 4 Workers together, the IQB would die because the 1st attack would do 9 damage, the 2nd attack would do 10 damage, the 3rd attack would do 12 damage, and the 4th attack would do 13 damage equaling a total 44 damage, and the IQB only has 42 HP.
If you use your IQB on your opponent’s units, the effected units will turn into Alpha Workers. If a unit with at least half of it’s health is attacked by the IQB, it will have 2 HC. If a unit with less than half of it’s health is attacked by the IQB, it will have 1 HC. There are certain advantages to this, namely against units with high HP. The Dragon Tyrant is a perfect example. If you turn your opponent’s DT into an Alpha Worker, instead of having 68 HP it is killable in 2 attacks. It also have the potential of hindering an opponent’s unit’s attack pattern. Instead of a Scout having a range of 6 and being able to attack nearly every square on the board, it would only have a range of 1.
If a unit is turned into an Alpha Worker while in recovery, the Alpha Worker will have 1 recovery. You may think this is an advantage, but it really has no effect on the battle unless your in a hurry to move 1 of your units. The Cleric for example has the highest recovery in the game with 5. Turning the Cleric into an Alpha Worker just to use it faster is just a waste of 2 turns and doesn’t let you use it any sooner.
Cleric’s recovery Using the IQB
5 IQB turns Cleric into Worker w/o moving
4 IQB has 2 recovery
3 IQB has 1 recovery
2 IQB has 0 recovery
1 IQB can now break focus
0 Your Cleric can now be used
When the IQB loses focus, Alpha Workers with 2 HC revert into the unit they were before with full Hp. Alpha Workers with 1 HC revert into the unit they were before with half HP, rounded down. Beta Workers revert back into Shrubs, and Gamma Workers revert back into empty squares.
INFORMATION
There are many things unique about this unit. First there the fact that the IQB uses it’s current HP as it’s armor attribute. The IQB is most durable when at full HP, and grows gradually easier to destroy as it loses health. With this system it can withstand any 2 attacks, but it can’t withstand more than 4 unless healed which just happens to be the maximum number of Workers the IQB can heal. If your able to kill all 4 Workers, you’ll probably kill the IQB in the process.
I’ve yet to see a balanced unit that summoned multiple units onto the field. By summoning multiple Workers you are not simply giving up 1 unit space for the ability to summon 1 unit; This idea basically balances itself. Instead more thought is need to figure out a balanced way for 1 unit to summon 4 onto the field. This also forces you to rethink your turn management. Sure your able to move a total of more units, but your still only allowed to move 1 unit per turn.
Lastly theres the use of counters by the Workers. Counters are an idea I’ve been thinking about using for a long time in which the damage done didn’t matter as long as damage was done. The strategy was that most setups have units that focus on having really high power at the expense of high recovery, but if that high power didn’t do any more damage than a low powered unit, what was the point of having the stronger unit with the higher recovery.
The uses of this unit also has other special additions. If you turn a ward into a Worker you are able to move it around, but it’s a risky business, because you must use 3 turns to turn your ward into a Worker, reposition and wait for the IQB to recover, and a Worker can be killed in at least 2 attacks. You can reposition shrubs by first turning them into Workers, and stop your opponent from healing their unit by turning it into an Alpha Worker.
Also thanks to 22woger22 and legacy67 for helping me make sure everything was understandably done because it's really long.
IMPERIAL QUEEN BEE
"Imperial Queen Bees are both larger and extremely different than other bees. Imperial Queens are able to secrete honey right from their body that hardens quickly acting as a protective coating, but as the Queen grows weaker it secretes less and less honey. Queens also lay their eggs inside their body, and when the eggs leave the body they hatch automatically into Workers but are still linked physically to the Queen. The Workers feed on the nutrients where they’re are laid for additional strength. Due to the complications of being a Queen, Queens are unable to take the offensive themselves."
STATISTICS
Health Points: 42
Power: 0
Armor: Current HP
Movement Range: 4; Teleportation
Recovery: 3
Blocking: 0
Attack Range: 2; Straight line
Attack Pattern: Cross-shaped with the square closest to the Imperial Queen Bee (IQB) not effected, and cannot effect the IQB that cast the attack
I – Imperial Queen Bee
A – Attack Pattern
3 Possible Attack Patterns
OAO OOO OOO
AAA OAO OOO
OOO AAA OAO
OIO OIO AIA
IMPERIAL QUEEN BEE INFORMATION
The IQB attacks with a focus effect, which summons Workers onto the squares it attacked. The IQB must retain focus to maintain Workers. The IQB floats above the ground and is unaffected by mudquakes.
Health Counters
The number of Health Counters and type of Worker summoned depends on the HP of the attacked unit/space. Health Counters (HC) are nothing new to the game. They exist but are not defined to players. The only things with HC currently in the game are Shrubs which have 1 HC. What this means is that 1 HC is destroyed when that unit is attacked no matter the damage. A LW’s 30 power attack destroys it the same as a DT’s 0 power attack, but focus effects however do not destroy HC. Because of this, units with HC don’t have an armor or blocking attribute.
ALPHA WORKER
"Alpha Workers are the top class of Workers laid by the Imperial Queen Bee. They gain their superiority over Beta and Gamma Workers because they are able to overcome whatever unit may be standing where they are laid and use that unit’s nutrients as they’re own. They have a significant increase in health and movement."
STATISTICS
Health Counters: 2, 1
Power: 22
Movement Range: 4; Teleportation
Recovery Time: 1
Attack Pattern: An adjacent square
How to Attain
If a unit with at least half of it’s health is attacked by the IQB, it will be an Alpha Worker with 2 HC. If a unit with less than half of it’s health is attacked by the IQB, it will be an Alpha Worker with 1 HC.
BETA WORKER
"Beta Workers are middle class Workers laid by the Imperial Queen Bee. These Workers are able to feed on the nutrients of Shrubs giving them slight superiority over Gamma Workers. Beta Workers ingest the Shrubs they are laid on for a nutrient boost though the Shrub is no where as helpful as using a unit’s nutrients would have been."
STATISTICS
Health Counters: 1
Power: 20
Movement Range: 3; Teleportation
Recovery Time: 1
Attack Pattern: An adjacent square
How to Attain
If a Shrub is attacked by the IQB, it will be a Beta Worker.
GAMMA WORKER
"Gamma Workers are the lowest class of Workers laid by the Imperial Queen Bee. They gain no extra nutrients after being laid in an empty square and therefore get no addition strengths to add to their own. They are inferior to both Alpha Workers and Beta Workers and won’t survive very long on their own."
STATISTICS
Health Counters: 1
Power: 18
Movement Range: 3; Teleportation
Recovery Time: 1
Attack Pattern: An adjacent square
How to Attain
If an empty square is attacked by the IQB, it will be a Gamma Worker.
INTIMIDATION
A Worker will not attack a Worker that has a higher class than itself. Gamma Workers can't attack Beta or Alpha Workers, and Beta Workers can't attack Alpha Workers.
WORKER INFORMATION
Workers float above the ground, so they’re unaffected by mudquakes. Alpha Workers do count as endgame units, but Beta and Gamma Workers don’t. Workers can be targets of focus effects. Workers attack with their jaws and their stingers by either attacking with both at once (Blockable for max damage) or by using their jaws as a distraction to attack with there stinger (Unblockable for half damage).
When a Worker is attacked, not only does it lose 1 HC, but the IQB passively receives the damage done without breaking the IQB’s focus. The damage is done after the IQB’s armor has been taken into account. For example if a Scout attacked a 2 HC Alpha Worker, the Alpha Worker would lose 1 HC and the IQB would lose 10 HP putting it at 32 HP with 32 armor. When a Worker is poisoned, both the Worker and IQB lose health depending on the health system they are using; Workers lose 1 HC per turn, and the IQB loses 4 HP per turn, though only the Worker suffers the other effects of poison, and poison damage doesn’t stack for the IQB. If a Worker becomes paralyzed, only the Worker is considered paralyzed.
Multiple Workers can be attacked in the same turn. Damage is calculated normally as if each Worker was attacked 1 at a time, so the IQB’s armor would decrease after each Worker had been attacked. For example if a IQB summoned 4 Workers and a Pyro attacked all 4 Workers together, the IQB would die because the 1st attack would do 9 damage, the 2nd attack would do 10 damage, the 3rd attack would do 12 damage, and the 4th attack would do 13 damage equaling a total 44 damage, and the IQB only has 42 HP.
If you use your IQB on your opponent’s units, the effected units will turn into Alpha Workers. If a unit with at least half of it’s health is attacked by the IQB, it will have 2 HC. If a unit with less than half of it’s health is attacked by the IQB, it will have 1 HC. There are certain advantages to this, namely against units with high HP. The Dragon Tyrant is a perfect example. If you turn your opponent’s DT into an Alpha Worker, instead of having 68 HP it is killable in 2 attacks. It also have the potential of hindering an opponent’s unit’s attack pattern. Instead of a Scout having a range of 6 and being able to attack nearly every square on the board, it would only have a range of 1.
If a unit is turned into an Alpha Worker while in recovery, the Alpha Worker will have 1 recovery. You may think this is an advantage, but it really has no effect on the battle unless your in a hurry to move 1 of your units. The Cleric for example has the highest recovery in the game with 5. Turning the Cleric into an Alpha Worker just to use it faster is just a waste of 2 turns and doesn’t let you use it any sooner.
Cleric’s recovery Using the IQB
5 IQB turns Cleric into Worker w/o moving
4 IQB has 2 recovery
3 IQB has 1 recovery
2 IQB has 0 recovery
1 IQB can now break focus
0 Your Cleric can now be used
When the IQB loses focus, Alpha Workers with 2 HC revert into the unit they were before with full Hp. Alpha Workers with 1 HC revert into the unit they were before with half HP, rounded down. Beta Workers revert back into Shrubs, and Gamma Workers revert back into empty squares.
INFORMATION
There are many things unique about this unit. First there the fact that the IQB uses it’s current HP as it’s armor attribute. The IQB is most durable when at full HP, and grows gradually easier to destroy as it loses health. With this system it can withstand any 2 attacks, but it can’t withstand more than 4 unless healed which just happens to be the maximum number of Workers the IQB can heal. If your able to kill all 4 Workers, you’ll probably kill the IQB in the process.
I’ve yet to see a balanced unit that summoned multiple units onto the field. By summoning multiple Workers you are not simply giving up 1 unit space for the ability to summon 1 unit; This idea basically balances itself. Instead more thought is need to figure out a balanced way for 1 unit to summon 4 onto the field. This also forces you to rethink your turn management. Sure your able to move a total of more units, but your still only allowed to move 1 unit per turn.
Lastly theres the use of counters by the Workers. Counters are an idea I’ve been thinking about using for a long time in which the damage done didn’t matter as long as damage was done. The strategy was that most setups have units that focus on having really high power at the expense of high recovery, but if that high power didn’t do any more damage than a low powered unit, what was the point of having the stronger unit with the higher recovery.
The uses of this unit also has other special additions. If you turn a ward into a Worker you are able to move it around, but it’s a risky business, because you must use 3 turns to turn your ward into a Worker, reposition and wait for the IQB to recover, and a Worker can be killed in at least 2 attacks. You can reposition shrubs by first turning them into Workers, and stop your opponent from healing their unit by turning it into an Alpha Worker.
Also thanks to 22woger22 and legacy67 for helping me make sure everything was understandably done because it's really long.