View Full Version : Magnetic Golem
CRX687
09-05-2005, 04:14 PM
Magnetic Golem
class: Beast fighter
description: Spellcasters have worked for ages to put the iron particles found on the mud golem to good use. After countless tests, they've succeeded in attracting it to the outside with a powerful magnetic field, creating a fighter with heavy armor. However, they did not predict that their method of bringing the particles to the outside would have certain side effects...
HP: 60
Atk: 20
Blocking: 0
Armor: 20
Movement: 4 (teleportation)
Recovery: 2
Range: n/a
Appearance: Like a mud golem, except silver instead of brown.
Atk pattern: Puches just like a mud golem.
Special abilities:
- magnetic field : Armored units within range will automatically turn towards the golem at the beginning of each turn. The range depends on how much armor a unit has. 1-10 armor = 1 range, 11-20 = 2 range, etc (add 1 range for each 10 armor)... Example: an unarmored scout would be affected only if it's right next to the golem, while an armored scout or unarmored knight would be affected up to 3 squares away.
- magnetic blast: activate like mud quake. Everything that has armor within 3 spaces is turned with their back facing the golem. Note this will do nothing against knights and such as they will simply be turned back towards the golem at the beginning of the next turn. But it will be useful against scouts and such that need to be turned the other way for you to get the back shot.
Tactics: Ever wanted a way to have your units start out facing a different direction? This unit can be used to manipulate your own form as well as your opponents. Though a powerful fighter, its exceptionally low blocking and slow speed makes it foolish to expect it to live long if thrown into a mix of hostile units. However, it can be useful in getting you the back shot on high blocking units.
Cardplayer89
09-05-2005, 04:18 PM
Seems to me like you blended a Knight and a Mud golem, then gave it the weird magnetic property. I like the idea of the magnet, but I wouldn't ever replace my units with this... a Knight would be the only choice of replacement, and he has less waiting time (can move, and then move again... this has to move, wait, move, wait, etc.)
Sorry, but other than the magnet, this is unoriginal.
EDIT: of course, the Magnet Ward had basically the same effect, except a smaller area...
Sodamoeba
09-05-2005, 04:38 PM
ya it certainly is original...but i think rather than tweaking, it would just completely mess up forms...he would never be good in a turt cause all your units would face away from the enemy :wacko: and he would never be good in a rush cause he is a horrible fighter :( very creative, great job there, just not very useful
CRX687
09-05-2005, 04:46 PM
ya it certainly is original...but i think rather than tweaking, it would just completely mess up forms...he would never be good in a turt cause all your units would face away from the enemy :wacko: and he would never be good in a rush cause he is a horrible fighter :( very creative, great job there, just not very useful
The would face away until you move this thing into enemy lines, then your enemy units will have their backs toward your scouts ;) Or you can just put this :eek: in front of your other units so they turn the right way anyway... the stone cluster is usually near the back, no? Replace the dragon with a knight and this in Glad's turtle... would this not be more advantageous?
Hmm... more of a spread unit than anything else. think of it's uses in a rush. Put it front line, bunch a knight in a knightwall, now that knight turns to face it, and has it's back facing the rest of your units. The added movement and teleportation makes it a viable unit to replace a knight with. It's not uncommon to see a scout or beastie put a few spaces away from everything else for the flanking.
In a turtle, this has the possibilty of being an anti-flank unit. making the scouts or knights your opponent is marching at you turn their backs to your scouts.
CRX687
09-05-2005, 04:51 PM
Seems to me like you blended a Knight and a Mud golem, then gave it the weird magnetic property. I like the idea of the magnet, but I wouldn't ever replace my units with this... a Knight would be the only choice of replacement, and he has less waiting time (can move, and then move again... this has to move, wait, move, wait, etc.)
Sorry, but other than the magnet, this is unoriginal.
EDIT: of course, the Magnet Ward had basically the same effect, except a smaller area...
the magnet ward's ability allowed it to redirect attacks making it defensive. This unit's ability allows it to redirect where a unit is facing, both offensive and defensive possibilities. Similar name, very different uses.
A knight has blocking, better recovery, and better armor. Making it useful as a defensive wall and act as a power hitter. This is not a hitter or shield in and by itself.... it manipulates enemies so your OTHER units, like knights, can kill them. Again, completely different uses.
Sodamoeba
09-05-2005, 04:54 PM
I guess it would work anti-flanking...but isnt 60 hp+20 blocking a bit high :wacko: then again I suppose it balances out...I guess it wouldnt be so bad in certain circumstances. The armor IS a nice touch after all...
EDIT:
Ya, this is nothing at all like a knight cardplayer...and seeing as how a knight is basically the standard piece, every unit will have SOME similarity to it...especially melee units. Its unavoidable
Daemon Bloodmaw
09-05-2005, 04:55 PM
So then wouldn't this unit only be capable of front shots?
Edit: Nevermind. Anyways, it's an interesting concept but I wouldn't use it myself.
Sodamoeba
09-05-2005, 04:56 PM
hmm...no...it would move in, then it would attack, then the units would face towards him...they wouldnt turn towards him right after he moved in, only at the beginning of the turns.
EDIT: Oh you put in an edit :p
Cardplayer89
09-05-2005, 05:02 PM
And then your unit dies and that's the end of the line for you... he wouldn't last very long behind enemy lines, no unit ever does. You are then down a unit who did, in all honesty, very little for you, especially if your first move doesn't involve moving him behind enemy lines (all your units will turn to face either their sides or back to the enemy).
Sodamoeba
09-05-2005, 05:05 PM
Units that depend on going behind lines just usually dont work...
My units always get tons of views, but few responses :wacko: I envy you CRX...now Im goin away for dinner and when I get back I wanna see my black mage thread bursting with replies :D
CRX687
09-05-2005, 05:09 PM
And then your unit dies and that's the end of the line for you... he wouldn't last very long behind enemy lines, no unit ever does. You are then down a unit who did, in all honesty, very little for you, especially if your first move doesn't involve moving him behind enemy lines (all your units will turn to face either their sides or back to the enemy).
That would only be the obvious use. IT's like a busher against armored units. Send it in, and it's open season on their units that rely on blocking.
But 60HP and 20 Armor still takes 4-5 hits to kill with no healing involved. It can still be used in turtles to hinder the flanking knight/scout. It can be used to turn units simply to the side. It can be used in a rush the same way a wisp is used.
It doesn't HAVE to be placed in the back of your form, you know... you can... keep it in front and the armored units behind it (you know... like in the typical turtle)... or you can keep it to the side... some formations WANT a scout or something to start out facing a side.
You can move it to turn one of YOUR units another way without wasting a turn doing so.
It doesn't HAVE to go behind enemy lines... I only pointed out 1 possibility...
Cardplayer89
09-05-2005, 05:18 PM
Yeah... and then... your entire formation faces the side. I'm just pointing out that this unit will draw your entire formation one way or the other... in this case, if you don't send it behind enemy lines, your entire formation will either point left or right, unless you leave this on your front lines...
Overall, I don't see this as a very good unit. It affects the entire board too much, and I do not see an overall usefulness in it.
I would vote no for Gold certification.
CRX687
09-05-2005, 05:22 PM
Yeah... and then... your entire formation faces the side. I'm just pointing out that this unit will draw your entire formation one way or the other...
Overall, I don't see this as a very good unit. It affects the entire board too much, and I do not see an overall usefulness in it.
.
You don't read much and like to overgeneralize a LOT, don't you? :rolleyes:
Armored units within range will automatically turn towards the golem at the beginning of each turn. The range depends on how much armor a unit has. 1-10 armor = 1 range, 11-20 = 2 range, etc (add 1 range for each 10 armor)
Cardplayer89
09-05-2005, 05:30 PM
EDIT: haha, nvm, I was arguing the wrong side. The magnetic field is useless... 1 range can't draw a unit any closer. Knights have to be 3 squares away, which just means you get a wall moving towards you. The only thing this does is prevents people from Stoning their Clerics... and that won't really have an effect unless you send it behind enemy lines.
CRX687
09-05-2005, 05:53 PM
EDIT: haha, nvm, I was arguing the wrong side. The magnetic field is useless... 1 range can't draw a unit any closer. Knights have to be 3 squares away, which just means you get a wall moving towards you. The only thing this does is prevents people from Stoning their Clerics... and that won't really have an effect unless you send it behind enemy lines.
Again, you show that you don't read properly... anything WITHIN range is affected, meaning that it includes 1 and 2 squares for knights...
It does have an effect if you use it properly... because YOU control where it moves to...
"The only thing this does is prevents people from Stoning their Clerics."
WTF?! Are we talking about the same unit here? Last time I checked, the direction a cleric faces doesn't change anything...
Look kid, I know you don't like this unit... just say you don't like it and leave it be... stop making up random reasons that don't exist... so far we've heard that it's too much like a knight, it's useless when it dies, it affects too many things, and it doesn't affect enough... -_-'
Dragoen Link
09-05-2005, 06:00 PM
It would be a great unit for rushing,like againat an anti for example,put the golem in the middle of the bas,all the knights turn around and like then you can just walk in and attack them all in the back :) I like it,id definately use it.
Dark7
09-05-2005, 06:13 PM
Its like a mud golem...... but worse
CRX687
09-05-2005, 06:21 PM
Its like a mud golem...... but worse
Not worse, different.
Mud golem breaks focus and weakens the weaker units (mages, shrubs, clerics) while this is sturdier and harms the heavier units (armored, blocking units like knights)
Kishin
09-05-2005, 07:10 PM
^_^ I like it! I think I would use it in an end game scenario.
Cardplayer89
09-05-2005, 07:35 PM
We'll pretend like I'm quoting the message last directed to me, as my internet seems to lock up every time I try to quote it.
I thought everyone knew I meant 3 or less. I'll include the "or less" for y'all next time.
It is a Knight/Muddie combo, not just a Knight. 60 HP (Muddie), 20 armor (Knight has 25), 20 damage (Muddie), Teleportation (Muddie), 4 space movement (average between Knight and Muddie), 1 square attack pattern (Knight)... see where I'm goin?
The effect IS useless... Clerics, Pyros, DSM, DMW, Enchantress, Muddies, Frosties, Scouts, and any other units I forgot with 10 or less armor has a magnetic effect of 1. 1 happens to be RIGHT BESIDE the golem. Therefore, they move nowhere, and remain unaffected unless stoned.
About me saying too much/not enough power, that is because I mis-interpreted the attack description. None of these reasons have been random, they are all cold, hard facts.
Dark7
09-05-2005, 07:41 PM
can this unit break enemy focused units?
CRX687
09-05-2005, 07:58 PM
can this unit break enemy focused units?
It doesn't work against frosties, chanties, or Bwards... but against a stone golem, yes.
Cardplayer, You're saying this is bad because it's STATS are similar to other units? I can say the same thing about EVERY unit... all the golem have 60 HP... a lot of units have around 20 atk... dragon has 4 movement too...
THIS IS AN ARMORED VERSION OF MUD GOLEM, the knight is the paragon armored unit, wouldn't it make sense that it has properties similar to both? The armor weighs it down, decreasing movement, the atk stays the same as muddy's... the rest are all typical golem stats.
As for the effect, if you honestly can't see any uses for the power to control the direction an opposing unit is facing, I'm not going to explain. Just play the game a little more.
Cardplayer89
09-05-2005, 08:10 PM
Obviously the way a unit is facing is important.
However, to only be capable of affecting about 4 of the units to ever be invented is useless. This is basically a weak Knight who can cause about 4 types of units to move, and essentially removes the usefulness of a Stoner. And 60 hp with 20 armor is no laughing matter. It would take 3 LW hits to kill this unit, assuming it's not healed and it stays within range that long. I could effectively kill at least 2 mages with this before it died, assuming it died.
The effect is, essentially, only a way to deter people from using a Stoner.
The unit in itself is too powerful of a melee fighter.
Sorry if you can't see that. Try playing the game a little more.
CRX687
09-05-2005, 08:27 PM
It affects scout, assassin, beasty, knight, and dragon. As well as witch, pyro, dsm, and furgon if they are armored.
so everything else other than stoney, it's effect is useless.
But those units are the most commonly used ones. Not many competitive forms don't use scouts and knights, you know? Most forms reserve at least 3 spots for them... :rolleyes:
Now, effect aside, overpowered? it needs to be directly next to something to hit it with a blockable attack. you need 3 turns (move/attack - if you're close enough at the beginning, then wait 2 turns and attack again) to kill a mage... that is if no healing is involved. A knight as more armor, less recovery, and 80% blocking, is that overpowered too now?
As for that last comment... I'm not even going to argue that one, anyone who's even somewhat decent in the game knows about my playing ability.
Cardplayer89
09-05-2005, 08:39 PM
Blockable? With 4 movement (and teleportation to boot) it can sneak behind any unit to attack. It does not affect the Scout, the Scout has 8 armor, and in order to move that, the Golem would have to stand next to the Scout... and since 2 units can't share a space, the Scout ain't going anywhere. Same for all the other units with 10 or less armor.
Knights, on the other hand, have 3 movement (gotta take 3 turns to get a guarenteed hit [same as the Golem]), no teleportation (can't get into the opponent's formation as easily), and 50 HP with 25 armor (basically, 4/3*50=66.7 HP) whereas the Golem has 60 HP with 20 armor (5/4*60, or 75) HP.
And about my last comment, you said the exact same thing to me. Fortunately, I happen to play as well, and do decently well. I can easily tell what a certain unit's effects will be, if nothing else.
CRX687
09-05-2005, 08:54 PM
range = 1... that means if it's next to the scout, the scout will turn towards the golem. In other words, you teleport behind the scout, punch it, and the scout will turn towards the golem next turn. That means it's back is facing your other units. So instead of having to use your scout to get a 40% chance of hitting it from the front, you get a 100% hit from the back... same can be done for knights and dragon.
Knights also have more armor -> better regeneration and 80% blocking. This thing has no blocking at all. The golem takes 4-5 hits to kill, it can't retreat effectively like mud golem and wisp, and it still has no blocking. You can kill a mage just as easily with a scout as with this thing.
Mages die in 2 hits, it doens't matter what it used to attack it 90% of the time... just as well this as any unit...
legacy67
09-06-2005, 12:39 AM
Here is my 2 cents on this unit.
Yes, it does have value as a flank defender, but tactially speaking I feel like that is about it. The use of the maganet offensively is limited due to the low movement, although it could come in handy. Other than that, it is not very useful, nor that unique of a design.
In terms of redirecting how units face, the Ninja (I know its a bad name) by DeviantIntent does a much better job and I will be nominating it to the committee. Link here : http://www.tacticsarena.com/forum/showthread.php?t=19471&highlight=ninja
Gotta give you some netjak love CRX, but this unit is not one of your best.
CRX687
09-06-2005, 03:19 PM
Egh, never saw that ninja, but it's nice.
At least this criticism is constructive, thanks.
You're right, the movement range is too short to be of much use in diverting an opposing unit's direction... I'm adding a new ability to give you more control.
Dragoen Link
09-06-2005, 04:12 PM
Well i think its a great unit and everyone else that dosent think so is on crack,so all of you STOP DOING DRUGS! :)
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