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Learz
10-13-2005, 03:59 PM
The Hedge is a beast unit, and it is also a plant. Yes, another one of these :rolleyes:
But bare with me. You can kill me after you've read it.

Name: Hedge
HP: 50
Armor: 10
Power: Special (explaned below)
Range: 3
Block: 0%
Movement: 0
Wait: 3 (4)

Story: I can make it up later :p

Okay, the Hedge is a plant, and acts as a Ward (i.e., if this is your only unit on the board, you lose). The Hedge is basically like a bigger shrub, with vines hanging from it.

The Range of its attack is 3, and the pattern in like a Dark Magic Witch (3 spaces directly away from it).
The Attack is this: you click on a unit, and some vines strech out and "grab" the unit (THIS ATTACK IS BLOCKABLE and ARMOR REDUCES IT). The vines do 1 initial damage to the unit, but each full turn after that, it doubles. By full turn, I mean you attack, then end (unit is damaged). You oppenent goes. Back to you (unit damaged again). In other words, double the time of the wisp. And by doubling the attack, it does 1 damage, then 2, then 4, then 8, then 16, then 32 etc. This attack is a FOCUS attack.

Over powered? NO! Because of this problem: The attack (focus) is broken by
(1) attacking the hedge (and damaging the hedge)
(2) attacking the targeted unit (and damaged the unit)
(3) attacking the vines (and damaged the hedge)

(1) should be self-explanitory. (2) means that, say, if a knight is attacked by the vines, the attack does 1 damage. The knight now has 49 health. Suppose a scout attacks the knight. THe hedges' focus is broken, and the knight takes 14 damage. The knight is now at 35 health.

(3) is the key. When the Hedge attacks, it reaches out vines to the unit - [I]and the vines stay there![I] Example: if a knight is 3 squares away, and the hedge attacks, it looks like this:
H=Hedge, V=vine, K=Knight, X=Empty space
XKX
XVX
XVX
XHX

Obviously, LOS applies to this attack, and the vines also block movement. But attacking the VINES also breaks the focus, so in the above example, there are 4 squares to attack to break the focus. Vines are also above the ground, so mudquake does not damage them. Granted, if it attacks a unit next to it, there are only two squares to attack to break the focus, but still.

Special Ability: Hedging
When a Hedge "hedges" a shrub, it is the same as attacking. THe vines reach out... and grab hold. I guess you could say the shrub will be assimilated. This takes 4 turns for this (of which the hedge MUST maintain contact with the shrub), but at the end, the shrub will become another hedge. Again, this is very easy to stop by attack the hedge, shrub, or any exposed vines.

Also note that a barrier ward is pretty useless to protect this, unless you have several barrier wards....


Okay, now ou can kill me :wink2:
Thoughts?

Deck of Jesters
10-13-2005, 04:03 PM
Kinda reminds me of my Thorny Vines, someone else's Grapnel Warrior (sorry, can't remember who made it), and a Frostie all combined. Can't tell if I like it yet or not...

In all honesty, it seems underpowered to me.

Learz
10-13-2005, 04:05 PM
In all honesty, it seems underpowered to me.

Thats what I was going for :)
If need be, I can raise the health or armor.

Deck of Jesters
10-13-2005, 04:08 PM
It's not that it lives too long, it's that it just doesn't have a great enough effect overall. This unit would be great endgame, with say, a Cleric and this Vs. Knight... but other than that, I really don't see any use for this.

Learz
10-13-2005, 04:14 PM
Pair it with a Furgon. Yes, it would be tough to get more hedges if you oppenent knows what he's doing, but you could get 2 or 3 more hedges. This would make it much more powerfull.

Deck of Jesters
10-13-2005, 04:16 PM
Well, considering all the units who already use LoS, and the fact they all get slaughtered by Scouts and Muddies...

Also, the Vines may not be on the ground, but the Hedge is :wacko: Means Mud Quake would be relatively easy to use to disarm the Hedge.

LATE Edit: 400th post :)

Learz
10-13-2005, 04:43 PM
No more so then, say, a stonie. :)

Learz
10-13-2005, 04:54 PM
Double post. Sorry.

Yeah, it is underpowered. It came to me in a blinding flash of insight, because I realized that a knight could own the hedge if it missed the first attack.


anyway, one way to even it out would have it damage like a wisp, i.e., every turn. Would this equal it out? And/or 15 armor?

legacy67
10-13-2005, 05:40 PM
I feel like I have seen this before, quite often. The only real value of this unit lies in creating more Hedges, even then, the unit is so weak that it really is a non-issue. This unit is basically like a bee stinging a bear, annoying at best. I am curious as to what you feel is the tactical advatage of having this unit in your formation? What unit currently in your Gold formation would you discard for this? How would you go about effectively using this unit?

These are just some important questions that need to be answered before moving forward with this unit.

Deck of Jesters
10-13-2005, 05:42 PM
Maybe if you make it more like, say, 4 per turn and raise it by 1.5 (4, 6, 9, 14, 27, 31, etc.). I want to say make it Unblockable, but the abuse chance is worse than that of the LW (looking at a unit who can completely freeze the opponent if you put it in a corner with a Cleric...). More power is needed, but I'm uncertain of how to increase it.

Learz
10-13-2005, 06:07 PM
Well, I would use this as a defensive unit, or as a endgame unit. With a furg in the end game where you oppenent has one or two units, this could be scary.

Granted, it is weak, sooo.....
Have it damage like a wisp? i.e., you end your turn, it does 1 dmg. Your oppenent ends, it does 2 dmg, you end 4 dmg, etc. 7 turns and the unit is DEAD (1+2+4+8+16+32+64) an exception would be like a stoned knight, which by then it would only take one more turn (+128). So yes, it is weak, but unless a unit has backup, it (the unit) will die fast.
Or... have it do cumalitive 4 dmg each turn (4,8,12,16,20...)?

And as for swapping a unit... when the wisp came out, I dropped the b/w. If this comes out, I would possibly drop my beastie, or maybe take out a drag to free up a spot.
On this note, if (and when) another unit comes out, I think it would be better to give the new unit out as a prize for like the next 10 tournys. But thats my opinion.

legacy67
10-13-2005, 08:55 PM
First of all, what kind of formation do you use? I don't know a lot of people who actually use the beast rider that's why I ask.

Secondly, you seem to have a slight misconception about CAU as a whole. This unit will never get made. "If this comes out" will never be an issue. The only CAU stuff that will ever make it into a game will maybe make it into a new game ebing designed by a former CAU player (I forget his name). If oyu think that any new unit should be a tourney prize, I would post that in the suggestions section since the mods never come here. Of course there is also the fact that there will probably never be a new unit...

Learz
10-14-2005, 05:20 PM
(1) Well, its up to the player, kinda like when the DSM came out.... people found all sorts of room for it and several pyros...

(2) Yeah, I kinda know that, but if a GOOD unit (not like mine :) ) does come out, it might be made.

I guess this was just a failed experiment. But I'm not giving up on the plant approach. :bigsmile: