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Executioner
10-14-2005, 05:56 PM
The Mystical Cloak has been known to conceal warriors of great strength or magical ability, but it also conceals the drivel too……

Name: Mystical Cloak (Empty Space)
HP: n/a
Armour: n/a
Power: n/a
Range: n/a
Reducible: n/a
Blockable: n/a
Block: n/a
Movement: 3
Wait: n/a
Move Aside: n/a
Unit Cost: 1

I know the stuff above is pointless but it saves me explaining it all. The Mystical Cloak can be used in 2 ways, the first being placed on a unit before battle ( This DOES NOT cost a unit) and the second is that it actually takes up a unit if you place it on an empty square.

If it is placed on an empty square in the set-up screen then it gets the stats as above. Basically, the Cloaks stats alter depending on how the enemy “unveils” it. What I mean is when the Cloak is placed on an empty square, it becomes alive. It can move three squares but cannot attack. Any attack that unveils it from an adjacent square and ONLY targets the cloak directly makes it the mage form, any other attack makes it the pysichal form. Any attack from point blank range be it a knight or a scout from next to the cloak or even a point blank range paralyse from a frosty activates the mage form. Any ranged attack activates the physical form, this includes the BR from 2 squares away, a wisp from 2 squares away or a scout from a 2 or more squares away. When the cloak is “unveiled” a hand reaches out from inside the cloak to reveal the selected human form. The attack that unveils the unit does no damage to the cloak or unit. If the enenmy hasnt unveiled the cloak within 10 turns the controller of the cloak may unveil it by attacking it or doing a focus attack on it. This unit MUST be killed as it is "alive".

Name: Mystical Cloak (Mage form)
HP: 35
Armour: 0
Power: 20
Range: 4
Reducible: Yes
Blockable: No
Block: 50%
Movement: 3
Wait: 2
Move Aside: Yes
Unit Cost: 1

The mage form may attack any single unit within its 4 tile range in any direction.

Name: Mystical Cloak (Physical Form)
HP: 50
Armour: 16
Power: 16 (15)*
Range: 2
Reducible: Yes
Blockable: Yes
Block: 70%
Movement: 3
Wait: 2
Move Aside: No
Unit Cost: 1

* The physical form of the cloak uses a very large sword. If the Cloak uses its sweep attack has 15 power that is blockable and reducible. It “sweeps” 2 squares all around it the same range as a chanty. This can hit friendly units. It is activated as a mud quake would be.

If the Cloak targets a unit normally it hits that unit with 16 power. This attack is reducible but unblockable. If there is an enemy unit 1 square away but you want to attack the second, it MUST attack the closer one due to Los.

The point of placing a cloak on a normal unit is that it LOOKS like the Mystical Cloak would but doesn’t share any of the abilities. E.g. You could equip a knight with the cloak. In battle it looks exactly the same as the cloak would. The cloaked unit can move as the unit normally would. It can attack as normal but if so it becomes “Unveiled” to reveal the normal unit. The attack WILL hurt the unit. The attack that unveils the unit automatically hits and ignores armour of the unit. This can be used to bluff people and conceal the identity of a certain unit. The Cloak IS magical and can make any unit look like the cloak would except the dragon tyrant as it would be obvious due to its 2 unit cost.

This unit can be used on its own but then the enemy can choose which unit you have, or you can bluff so they attack it to make a certain unit pop out then realise their scout just ran right up to a knight, woops.

Hellblazer
10-14-2005, 07:20 PM
So this is a power-up to either a mage or physical unit. Nice work. It really is well thought out and could be useful.

Executioner
10-14-2005, 07:27 PM
Its not a powerup as such. Basically, you can put it on a unit to "pretend" thats its a real one so the enemy will not go all out in fear of unleahing a nasty unit. (For bluffing to scare people)

Or you can play the cloak on an empty space in setup, and depending on the first attack that hits it depends on which form is revealed from under the cloak?

Is that easier to understand as i may have babbled in my initial post?

Mishra
10-15-2005, 01:52 AM
I'm really all that fond of this for one reason:

1.) What happens if the entire game goes by and no units hit the cloak? Do you lose? Like with the LW and BW, or does the Cloak make a random decision on which one it is going to turn into?

Past that I have to say that the cloak is a very good idea. And with just a little biut of tweaking here and there then it should be pretty damned good. If I misread something, like what happens if the cloak isn't unveild then please just say it's in the description, and if I don't catch it then, then I will ask the exact spot.

Executioner
10-15-2005, 05:20 AM
If the cloak is a normal unit it can reveal itself by attacking. I hadnt thought about no-one attacking the cloak, it has to be killed to win but if after 10 turns the enemy hasnt attacked it, the controller may attack it to release the unit he desires. What kind of tweaking does it need?

Exe

Mishra
10-15-2005, 07:09 AM
That was basically all that I saw was that thing right there. and one other thing while I'm thinking about it. What happens if it is the target of say a stoning or paralyze? Do thoe effect stay when the cloak is removed?

Executioner
10-15-2005, 07:27 AM
ANY attack the enemy does on it counts as trying to unveil it, wether it is paralyse or even if there stone golem tried to armour you!!! If a friendly tries to armour, in the first 10 turns it has no effect, after that the stone would unveil the unit but the unit wouldnt have the armour.

Exe

Deck of Jesters
10-15-2005, 09:24 PM
It's... interesting. I need to read it a lot more before I decide.

I can't really say it is unbalanced, because it isn't. I can't really say it's balanced, because it confuses the shit out of me XD

lol, j/k, but in all honesty, I can't seem to decide which unit I'd want more, melee or magic. I'm thinking melee is weaker.

Either way, I like this unit, definitely the first of it's kind that I've seen.

Executioner
10-16-2005, 06:37 AM
I have given the pyshical form a small power boost (1) for his straight attack. Just to make deciding which one to use is harder :) Well, if the choice is harder then the units could be used effectively, else the weak one would aways be gotten out by your enemy.

Exe

Walrus
10-20-2005, 09:08 AM
the problem with this unit in my eyes is that one of its major strengths which it relies on, is the possibility that a play is bluffing. this is the concept that i disagree with, however if it were taken away then the unit would be left being very weak. im not sure quite why i dont like the concept of putting it onto a unit to disguise it, its certainly very tactical, but there is something about it that just seems...wrong, to me. the fact that it doesnt cost any units to perform this, meaning that everyone is capable of having their own bluff, i dunno...
aside from that, very creative and pretty well balanced unit(s). im still trying to make my mind up on the whole disguising thing, its certainly a clever concept. ill probably post again once i have made my mind up about that factor.

Executioner
10-20-2005, 12:35 PM
Ive made the unveiling hit auto hit and ignore all the armour, that way you've gotta be taking some chances or summats gonna be in pain.

Exe

legacy67
10-25-2005, 08:08 PM
Here are a couple of concerns.

1. Once the unit has been revealed, the cloak is useless (except for that fact that it has ruined the armor of the unit). It really only gives you the one bluff and then it is fairly useless. There is a real drawback to having no armor (especially since the best unit to use in the bluff would be the knight).

2. The physical form is very very weak. The only redeeming quality is the muddy-type attack, and that doesn't hold enough strength due to the short range and no teleportation. I would rather have a muddy or knight on the field instead of this unit.

Executioner
10-25-2005, 08:28 PM
1. Once the unit has been revealed, the cloak is useless (except for that fact that it has ruined the armor of the unit). It really only gives you the one bluff and then it is fairly useless. There is a real drawback to having no armor (especially since the best unit to use in the bluff would be the knight).

The armour loss is only for the attack that unveils the unit, not for the rest of the game.

2. The physical form is very very weak. The only redeeming quality is the muddy-type attack, and that doesn't hold enough strength due to the short range and no teleportation. I would rather have a muddy or knight on the field instead of this unit.

I had noticed this and im contemplating how to power it up without making it overpowered.

Exe

uniquinous
10-25-2005, 08:33 PM
Again, the best units are simple. This has way way way too much to it. I like the idea of a bluff but if it doesn't cost anything to put on the board, then a simple unit count will determine whether the unit is in its stand-alone form or if it's cloaking another unit.

Removing armor from any unit is devastating. A witch hit to a cloaked knight would take out half it's HP - not good.

Having it 1) be used as either a magic unit or a melee unit, 2) be used as either an extra changable unit or pre-existing unit bluff, and 3) having the physical form ALSO have a secondary attack is just TOO much. This definitely breaks the simplicity of the game. I like the moor cat idea much better as far as hiding units goes.

Respectfully (meaning stop negging me for constructive criticism, whoever it was)
~uniquinous

JesusCraig
10-25-2005, 08:38 PM
The unit cloaked will be seen as the mystical cloak, thus a unit count will reveal 9 units and a cloak (the actual unit underneath could be a knight) or 9 units and the cloak (cloak placed individually on the field)

The ignoring armor was placed as a one turn effect for the revealing of the cloak, it was a necessary component otherwise people would place units under a cloak every game, because it cost nothing and gave a slight advantage. This way if you desire to take advantage of the potential bluff you have to be willing to risk a little extra damage, its a good balance.

Executioner
10-25-2005, 08:39 PM
Again, the best units are simple. This has way way way too much to it.

Its not that complicated. Its just hard to explain.

I like the idea of a bluff but if it doesn't cost anything to put on the board, then a simple unit count will determine whether the unit is in its stand-alone form or if it's cloaking another unit.

It doesnt cost anything to make your units pretend to be the cloak. It DOES cost a unit if it is the cloak. Therefore counting wont reveal a thing.

Im contemplating simplifying and powering up the pyshical form. Any pms with possible ideas would be much appreciated.

Exe

legacy67
10-25-2005, 08:40 PM
The armour loss is only for the attack that unveils the unit, not for the rest of the game.

I know, but even one hit is not good considering the fact that there aren't any major offensive benifits to having the cloak on.

I had noticed this and im contemplating how to power it up without making it overpowered.

You cannot change it mid-voting process. If you want to change it in the future (assuming it does not get certified), you may.

JesusCraig
10-25-2005, 08:44 PM
I'm inclined to agree with execution, the unit in practicality is really quite simple, it can be explained in two lines, the connotations however are like a scout in the sense that in order for the full understanding it must be rather long winded.

Mystical Cloak: The mystical cloak takes on the property of the attack it suffers, becoming either a melee or magic unit. It can also be played on a current unit during set-up to hide that unit until it it damaged, the unit cloaked takes the damage dealt as non-reducible.

Ok four lines but thats without the helpful diagrams.

Legacy: The potential to use the cloak on another unit is balanced in the sense that if the unit happens to be the actual magic cloak you run the risk of having wasted that shot and having a potentially dangerous unit in your territory with a free attack phase (especially if you reveal the mage). The threat of wasting a turn is equal to the repercussion of getting dealt extra damage in my opinion.

uniquinous
10-25-2005, 08:45 PM
ah i see what you're saying now. Even still, there are multiple branch-points for this unit. Also, the tradeoff is an extra cloaking ability for reduced armor on one turn; OR the ability to turn into some other unit-type. This isn't a ballanced trade.

I think one of the best parts of tactics is that you see exactly what you're up against from the start and need to strategically fight it. Yes luck comes into play sometimes due to blocking percentages, but a good tactician doesn't rely on miniscule chance. Put a great player against a noob and the noob will lose everytime regardless of luck. This hidden ability just confounds that because players won't exactly know what they're fighting. If you're into that type of game I highly recomend Stratego.

Executioner
10-25-2005, 08:49 PM
A good player would attack the cloak quickly with a unit that makes it transform into the unit the good player would like to be against. Therefore the good player is at no disadvantage unless he doesnt attack the cloak.

I know the pyshical form is weak but it is tough. Also it can hit multiple people with the sweep attack or attack slighlty with range using the other attack. I believe the power is offset by the versatility.

Exe

JesusCraig
10-25-2005, 08:53 PM
A degree of bluffing is necessary in all games, poker is a strategic game based solely on that aspect, while I'm aware this isn't poker my reasoning is still valid, bluffing to an extent is tactical.

If I hide a unit then it becomes your perrogative to find out what that unit is by way of analysis of formattion, movement capabilities, wait times, numerous things which will reveal themselves to a watchful player, unless played correctly, in which way its constrained but even more tactical because your making the opponent guess the next movement, instead of following the most ordained path and blocking it you must account for several possibilities.

Further the bluff is offset by exactly what Exe said, the opponent gets to choose the enemy it fights and thus can provide an effective counter against it.

uniquinous
10-25-2005, 09:02 PM
Further the bluff is offset by exactly what Exe said, the opponent gets to choose the enemy it fights and thus can provide an effective counter against it.
Cept if the cloak is kept protected on the back lines for 10 measely turns, at which time the user can decide which he wants. This seems to be more likely to happen.

Look, Exe is trying to ballance the mage and melee units individually. Normally in a unit this is good. However, this unit has additional advantages past the individual unit stats which keep it from being overall unballanced. Does this make sense? It's essentially an initial bluff (something negative for the opponent), followed by a ballanced unit (something neutral for the opponent). Added together this is still something negative to face. The bluff comes at no cost.

Executioner
10-25-2005, 09:08 PM
Personally, i cant see the cloak NOT being unveiled within ten turns. Most players are aggresive nowadays and i think it would be out sooner than would be thought.

The initial bluff is countered by the fact that if you are bluffing you'll suffer extra damage. If my opponent had a mystical cloak, i'd attack it as if it was the cloak on an empty square, this way i choose whatunit comes out, if it turns out to be a bluff, i get extra damage and a guranteed hit. I cant really see the negative side of that.

Exe

uniquinous
10-25-2005, 09:35 PM
and if it's not a hidden unit and instead turns into a mage/warrior, then what? The extra damage is the tradeoff of the unit-hiding bluff. What's the tradeoff for the non-unit-hiding use?

Executioner
10-25-2005, 10:12 PM
That your opponent can pick which version comes out to best suit his/her strategy.

Exe

JesusCraig
10-25-2005, 10:49 PM
Actually I'm more inclined to believe its the weakness of one form with the balance of the second that balances this unit. If your opponent allows you to wait 10 turns it has the potential to go mage form, which is a pretty standard unit. However the melee unit is decidedly weaker, so while they both have effectiveness within respective forms, the mage form is going to be more prominent, combine THAT with the fact your opponent chooses and its balanced.

Consider these scenarios: for the bluff to effectively work the opponent has to attack, if he attacks the cloak it is likely to be with melee so that the weaker unit is revealed. If this is the case you used a bluff to effectively bring about a weaker unit, a fair trade off.

In the second scenario hitting the cloak is a by product of an attack or is attacked by its own team to reveal mage form (assuming as you have laid out that people will not attack this unit if it would cause an imbalance i.e. bluff+mage form) The bluff is not a factor since the opponent did not strike it for its own purposes. Thus it is only fair to give the player who strikes his own magic cloak a unit capable of being equivalent to other units. Not only that but you've played with a unit less for 10 turns.

Consider further that in a specific form either of those units may be ineffective, and the opponent chooses which he fights.

That my friend, is your trade off. You take many risks playing with the mystical cloak for only marginal benefits, this unit can only be utilized by the best.

uniquinous
10-25-2005, 10:50 PM
I'm sorry, I don't really see that as a good tradeoff, and still see it as too complex a unit.

JesusCraig
10-25-2005, 10:58 PM
I notice the times of post uqinuinous and the lack of detail and I'm wondering if you we're replying to mine or executioners remark?

uniquinous
10-25-2005, 11:03 PM
his
tho i suppose it applies to all.

legacy67
10-25-2005, 11:24 PM
The mage is underpowered as well.

Name: Mystical Cloak (Mage form)
HP: 35
Armour: 0
Power: 20
Range: 4
Reducible: Yes
Blockable: No
Block: 50%
Movement: 3
Wait: 2
Move Aside: Yes
Unit Cost: 1

The mage form may attack any single unit within its 4 tile range in any direction.

Only an MED of 20 from a unit with 35 hp, no armor, and medium-low blocking?. Both the physical and magical forms of this unit are weak and nothing that I would want to sacrafice a unit space for.

JesusCraig
10-25-2005, 11:27 PM
Your forgetting the two wait, it has the effective form of a DMW with more health, a sturdy blocking percentage and a lower wait time. To counter balance it has lower power.

legacy67
10-25-2005, 11:34 PM
Your forgetting the two wait, it has the effective form of a DMW with more health, a sturdy blocking percentage and a lower wait time. To counter balance it has lower power.

I'm not fussed about the 2 wait. This thing is so easy to kill and does such little damage that I would rather have any other spellcaster on the field. In a gold setup, the only real spellcaster that I use is the DSM, and I really can't think of a single unit in my gold set I would want to sacrafice for this.

From the opponent's perspective, I would alwas attack this thing wihtout reservation. Neither form is very intimidating (I would probably try to create the magic one to be honest) and the chance to do damage without armor reduction is veyr tempting.