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Executioner
10-13-2005, 06:17 PM
I know im creating stuff like a mad person but im feeling creative. Next thing i create wont be a good attacking unit. :D

Name: Executioner
HP: 48
Armour: 5
Power: 30
Range: 1
Reducible: Yes
Unblockable: No
Block: 66%
Movement: 4
Wait: 3
Move Aside: No

Special Ability: Execute: If the Executioner attacks any paralysed unit, it does double damge. This is reduced as normal by armour. This represents him doing what he does best, killing stuff when they cant get outta the way of his axe. This affects all units execpt wards and the mud golem. This is because these units dont have a head as such which can be removed for large amounts of damage.

Special Ability: Terryfying: No friendly unit may move within 2 squares of the Executioner. If he moves within two squares of them they gain a turn recovery due to the fact that they are watching his every move and not paying full attention to everything else. He is healed as normal by the cleric. This will not happen again at the beginning of your next turn. It will happen agin if he moves away then back again. Obviuosly this ability has no effect on wards.

JesusCraig
10-13-2005, 06:33 PM
Does the ability work if the executioner moves towards an enemy unit or only when the converse happens. The attack is high, the blocking/armor is weak, thus it is my belief that this units intent is to destroy weaker/weakened units, as in mages or damaged units, our current melee do a fine job of this and don't need to recovery nearly as long. However the added damage to paralyze makes for an interesting aspect, as it means that paralyze strategy would alter, you wouldn't have to be able to maintain near indefinite paralyzation, you could just do it for a quick hard hit.

Also your way of writing is rather troublesome. You shouldn't use negatives when describing a stat, instead of writing unblockable:no just write, blockable. Reducible:yes, just write reducible.

Just my suggestion on making it easier to read

Executioner
10-13-2005, 06:47 PM
Ok, in future i wont use negative for the stats. I display it like that as it helps to answer questions and display the information more clearly. By "the ability" i assume you are reffering to terrfying, this ability only works on friendlies, not enemies. It brings a drawback to him. Obviously high power units are good for mage killing and weak unit killing, but it could be used to seriuosly weaken some of the bigger units, ie scouts and assassins.

Exe

JesusCraig
10-13-2005, 07:10 PM
Oh... that just makes it underpowered. Your attack cannot currently KILL any mage, and it takes way too long to recover to be used effectively in this method.

Executioner
10-14-2005, 04:23 AM
Ok, underpowered? ( i like that). My options are:

Raise its power, to 28 or 30
Lower its turn recovery (by 1)
Make the ability affect enemy units


In my opinion, doing anyone of these things powers up the unit, which one makes it balanced?

Exe

Hellblazer
10-14-2005, 05:49 AM
The terrify idea is alright, but the double damage for this unit would be so unbelievable overpowered. 26 x 2= 52 damage. So if he attacks a paralyzed pyro, DMW, DSM, or Scout, it dies instantly. So lower the attack or get rid of that ability and this unit will be fine.

Executioner
10-14-2005, 05:56 AM
The ability to seriously hurt paralysed units is what makes this guy unique. He is slow aswell, ths means he isnt just going to go rampaging around hacking up anything that is mage like. It also only applies when they are paralysed, making this good at killing attackers rather than being an attacker. Do you like the terrify the way it is or if it affects all units?

Exe

Hellblazer
10-14-2005, 05:57 AM
No, terrify the way it is is fine.

Executioner
10-14-2005, 06:06 AM
Ok, well, i know this unit is physically strong but it is not particulary tough, low armour and poor meele blocking. It does have good health, but armouring it means no one can be armoured until turn 2 (terrify would happen at the beginning of the battle aswell). Its also quite slow, meaning there would probably be an oppurtunity to un paralyse a unit before it gets executed. Basically, this thing could be good for defending a cleric with a frosty or chanty.

Deck of Jesters
10-15-2005, 10:41 AM
Hm...

In the beginning of the game, this unit is fairly weak. Low Blocking and Armor gives it no advantage over the Knight, except with the extra 4 Power. Wait is also 2 extra turns.

However, in the middle-end game...

As long as I kept my Frostie alive and killed your Scouts, Wisp, and Muddie (99% of the time, mages are dead by now), this unit becomes horrendously powerful. Combined with 2 Knights to protect the Frostie, you could move him in after the freeze and kill a Knight in.... (1 turn to attack, 3 to recover, 1 to attack again) 5 turns. Although, if I kept a Knight out of the way, I could move him in to finish off the frozen Knight in 2 turns, then just wait until the Executioner moves away, rinse, repeat.

This lack of usefulness in the beginning is more than offset by the overpoweredness in the endgame, however, if the Frostie is dead (and it usually is) this unit becomes rather useless... so...

I do not believe this is overpowered, considering the attack requires freezing to double up. It is fairly balanced in my opinion... good luck with gold :)

legacy67
10-22-2005, 07:00 PM
4 movement and 30 damage is just too strong, even if you beleive that the ability of this unit is limited early in the game. I don't think that this unit has limited usefulness in the early stages, the abillity to do 30 damage against a rushig unit will make many people think twice before going on the offensive. Not to mention the fact that a rushing unit oculd be frostied and then hit for 60 without too much trouble.

I also think that making the muddy imune to the double damage is cheap and purely designed to allow the muddy to bomb unimpeded. The fact that it has no "neck" per se would not stop an executioner attacking it in the head.

The bigets problem is the couble damage effect. It is likely that one would have this with the frosty late in the game. That means a potential of 45 damage against a knight.

All in all, this unit is much too strong. It may have been different in the early stages of this discussion, but at this point I cannot give it my yes vote.

Dragon Lord617
10-22-2005, 08:27 PM
i think its a pretty good idea, but u shouldnt double the power against paralyzed units, thats 2 strong, try just adding some more power instead of doubling and i think it will b great

Executioner
10-23-2005, 06:13 AM
I also think that making the muddy imune to the double damage is cheap and purely designed to allow the muddy to bomb unimpeded. The fact that it has no "neck" per se would not stop an executioner attacking it in the head.

That was not designed purely for the purpose of bombing. I put it in there as i thought his head wouldnt really be removable. Although i do see your point.

I agree with your previous comments but i cant see somone rushing with this unit as it would die quickly.

If this unit fails, im not too bothered. I think the idea could be useful for someone to improve in the future. Im alot more bothered about my mystical cloak.

Exe

Deck of Jesters
10-23-2005, 06:56 AM
I think when I posted it was 27 or 28 damage.

Executioner
10-23-2005, 07:49 AM
it was 26 but it was criticised for not being able to kill mages well enough.... I'd set it at that as i thought that was fair... I now know to change my units solely on one persons judgemens. Next submission i may alter the damage back down and remove the mud golem from the immunities.....

Exe