View Full Version : Rasmaldar
Forest_Archer
10-24-2005, 03:41 PM
Pernounced~ Raz • Maul • Der (For short it's 'Raz'.)
These tall wizards wear shimmering cloaks, sheltering their naturally red skin. It is said that once their skin, other than their hands, faces, and bare feet, are exposed in sunlight, they will melt. Rasmaldars roam the land, striking terror to all that approach them.
Health- 46
Armor- 0
Blocking- 65%
Movement Range- 4
Attack Range- 2, edge of tiles.
Attack Pattern- First, you have to picture unit tiles. They have 4 edges total. Now picture a Dark Magic Witch. When you first initiate the attack, the attackable squares light up in a yellowish color. The Raz has an attack pattern of the edges of tiles. He can attack two at once. They all have to be in a straight line and he can choose either the left or right side of the square to attack. Therefore, he has 8 different attack choices, whereas the Dark Magic Witch has 4. Get my drift?
Attack- The squares chosen to attack will illuminate into translucent barrier walls. No unit may pass directly through these walls until they are destroyed, unless the unit woving has a teleportation function. LOS is blocked by these walls as well. They reach the sky, blocking even Golem Ambusher attacks. The walls may not be destroyed or damaged by mudquakes. They can be destroyed by magic. They have no health, just just a shrub, but they can't be damaged by physical attacks. If they are paralyzed or poisoned, they disappear.
The walls disappear after 12 turns pass. (I take a turn, my opponent takes a turn. At the end of the opponent's turn, the wall has 10 more between-turns to survive.)
Recovery Time- 2. 1 Movement, 1 Attack.
uniquinous
10-24-2005, 04:10 PM
how is this very different from a furgy?
It seems like you're just pushing to improve the furgy's power. I consider that unit to be pretty ballanced as is, so increasing it's ability ("reach the sky", etc) would make it unbalanced.
Forest_Archer
10-24-2005, 04:14 PM
Well it's a lot different from the furgon because units can pass through the squares, but not the edges.
I think it's pretty cool, myself. ;)
tarvos 6
10-24-2005, 04:18 PM
This unit wouldnt be used in my setup, sorry to say FA, but this is one of your lesser units. It would only be good in turtles, and it does seem a little like trying to improve the furgon, or change it in some way to make it more advantageous to the user, I give it a 4/10.
tarvos 6
uniquinous
10-24-2005, 04:21 PM
oh i see what you're saying now about edges. In that regard you are really changing game play. Good idea, but not quite what I see for tactics as it goes against the tile based concept of the game. Similarly, you don't see too many edge-based abilities in a game like chess, checkers, etc. The discrete-ness of the tiles are what make this game so solid. I don't necessarily think we should remove that just yet.
i do like the idea tho outside of that. as in, you could make a safe passage for one of your units?
Hellblazer
10-24-2005, 04:26 PM
Not bad. I got your drift on the attack pattern. That's an interesting new pattern. I like it.
Forest_Archer
10-24-2005, 04:35 PM
Yeah, uniqui, that's the main point. Should I edit it so that if a unit is surrounded by the walls, they explode because of the immense force on them?
And also, should this be able to block the Dark Magic Witch attack from going any farther?
Example-
WX|UXX
W = Dark Magic Witch
X = Empty space
| = Wall
U = Unit
So that the attack be blocked from hitting the unit behind the wall?
tarvos 6
10-24-2005, 04:39 PM
I think that would be the only way to do it, if it blocks the GA attack, it must bluck magic, and i would think that it should block all poison/paralyze effects also, thats what I would do, then I might use this unit.
tarvos 6
Forest_Archer
10-24-2005, 04:47 PM
Okay, so it supplies a poison, paralysis, and DMW attack-free wall.
However, this only benefits units behind the wall. And when a unit behind a wall is stricken by a Frosty, it is not harmed.
uniquinous
10-24-2005, 06:10 PM
no i'd say magic units can still hit through, especially the lightening ward, which comes straight from above. Similarly, a witch can hit through a barrier. Line of sight isn't needed for her to conjure damage in a position. my 2 cents
Walrus
10-24-2005, 06:54 PM
interesting. there have been a few tries at units that make walls, but i dont think ive seen many that use square edges.
one thing: does the raz use focus to maintain the walls, or do they stay until destroyed (shrub style)?
if he uses focus then the unit is too weak i think. if not, then possibly too strong. the key factor is that he cant make a single continuous wall because he has to use a square to initiate the "attack".
hmm, interesting for sure. im not sure where i stand on it however, until i hear whether it focuses or not
Forest_Archer
10-26-2005, 04:41 PM
It does not have focus.
Walrus- Should I make it 2 walls? I mean he has a recovery time of 2 already, I don't think it's incredibly strong, do you?
Walrus
10-26-2005, 04:44 PM
imo, either 1 of 3 things would help:
1) consider making a limit on how many edges can be walled at any one time (from your rasmalder)
2) make the walls automatically fade after 8 turns or so
3) bump one of my units
Forest_Archer
10-26-2005, 04:51 PM
Lol.
I think that the walls should fade away after 12 turns pass.
Mmkay?
I'll edit it when I have some free time..
LosPollos
10-26-2005, 06:00 PM
I like it, but i think instead of making a limit of 12 turns on them, you should make a limit of 10 walls standing at a time, so you cant block off your side of the board and force a draw
Faulty Logic
10-26-2005, 06:16 PM
MAke it so units CAN walk inbetween walls.
I like it ..... put it in second row, opponent moves a unit out of the front line, BAM wall, staright shot movement and LOS channel.
also
Wisp scout with recovery time.
Place wall and shrubs. If scout wants to move he HAS to move in a straight line in the walls. then put wisp inside the wall, and poison.
Now for dmw, if a unit is INSIDE the walls it wont be hit by the magic attacks. I REALLY like this idea.
EDIT:: if i understand correctly it makes 2 walls, one on each side of the affected tile. if in a straight line only right and left edges. So units can be INSIDE the squares and attacks can pass through if they are a parallel attack. I.e scout shotts along wall.
Forest_Archer
10-27-2005, 07:42 PM
The walls are not on two sides of a square in one shot. It has to be in a straight line, one directly after the other like a short dark magic witch attack on the edges (you choose on edge, either left or right of a given set of two tiles).
Sodamoeba
10-27-2005, 08:02 PM
I give it a 4/10.
tarvos 6
Great, just when I get hellblazer to stop with the ratings, you go and start.:dry: And for a time, life was good...
F_A, this unit really gives me some great ideas. Can you imagine a maze of these babies? I can see a whole new branch of TAO...Trying to get through Raz mazes in the least number of moves, with no magic. :)
A great idea for that reason. And it would add some strategy. You could prevent side attacks, and give your unit a channel to walk through.
Okay I get the attack now. Sry.
Forest_Archer
10-27-2005, 08:05 PM
Do I hear Platinum? :rolleyes:
Sodamoeba
10-27-2005, 08:07 PM
not really, no. -_-
Forest_Archer
10-28-2005, 04:18 PM
Edited.
Walrus
10-28-2005, 06:08 PM
Bumped.
quite.
Forest_Archer
10-28-2005, 06:09 PM
something wrong with bumping a unit one day old?
Walrus
10-28-2005, 06:12 PM
nah, but dont pretend you edited it ;)
Forest_Archer
10-28-2005, 06:19 PM
I actually did. lol.:p
Walrus
10-28-2005, 06:35 PM
.......bah
Forest_Archer
10-31-2005, 03:21 PM
bumpety bump bump :p
Walrus
10-31-2005, 03:22 PM
do that again and youll be getting a neggety neg neg :mamba:
Forest_Archer
10-31-2005, 03:26 PM
It's not my fault that noobs post here now.
Walrus
10-31-2005, 03:27 PM
it is your fault that you (i think) were among those who criticised me a lot when i bumped/advertised my units. which i dont do any more.
Gypsy
10-31-2005, 03:30 PM
A little kinky
Forest_Archer
10-31-2005, 03:32 PM
A little kinky
Um.. ok?
Walrus- I now give you permission to bump your units :)
Walrus
10-31-2005, 04:26 PM
you will regret that >:)
Deck of Jesters
11-03-2005, 05:46 PM
Gah, you gave WALRUS permission to bump? Prepare for all 90something units to fill the first few pages in the next couple days.
Anyway...
This is (my) understanding of the attack:
The Raz can attack in 1 of the 4 cardinal directions (like so):
XXAXX
XXAXX
AARAA
XXAXX
XXAXX (Where X=Empty Space, A=Possible Attacked Square, R=Raz)
After picking a direction, you can either choose the "Left" or "Right" side to place walls. These walls do not occupy a space, rather, they are like a genuine wall that only blocks 1 of 4 sides for the 2 attacked squares.
With the (fairly) high Blocking, this would become a nightmare when all Mages/Spellcasters are dead. Incapable of being physically damaged, and lasts 6 rounds... Also, I believe this unit could be used to effectively slaughter any use for a Scout or GA. Yes, the GA is hated, but it does serve a purpose other than Cleric killing (it is an excellent de-Stoner and de-Paralyzer). The Scouts would become severely limited in capabilities due to the fire-and-forget methods of using this to shield Allied units. Combine this with a Frostie or Wisp, and you could very well end up with an impossible-to-kill paralysis. Also, not allowing physical damage severely hinders players such as myself, who use almost no spellcasters (Wisp and Frostie), meaning I am going to have an impossible time against Rushers or Bombers.
Sorry FA, but I believe there is just too much potential for abusing the no physical damage aspect.
Forest_Archer
11-03-2005, 05:55 PM
Have ya heard about the furgon yet? I hear it makes these shrub things that can surround a unit...
How is this any more overpowered than the furgon? It affects less of an area and has a higher recovery time.
Deck of Jesters
11-03-2005, 06:10 PM
Aye, but Shrubs are killed by Mudquake and all other Physical attacks. That is what makes it more overpowered.
Forest_Archer
11-03-2005, 06:18 PM
But also keep in mind that the Rasmaldar can only make two at a time and they fade in 6 rounds (12 inbetween turns).
Deck of Jesters
11-04-2005, 05:37 AM
I don't see a numerical limitation on your descrip... Obviously, you are refering to the time it takes to fade, however, I belive it can actually have 2-3 running.
(all mentioned turns are made by the Raz's owner)
Move/Cast. 6 Rounds left for Walls 1. 2 Recovery.
Wait. 5 Rounds left for Walls 1. 1 Recovery.
Wait. 4 Rounds left for Walls 1. 0 Recovery.
Cast. 3 Rounds left for Walls 1. 6 Rounds left for Walls 2. 1 Recovery.
Wait. 2 Rounds left for Walls 1. 5 Rounds left for Walls 2. 0 Recovery.
Move/Cast. 1 Rounds left for Walls 1. 4 Rounds left for Walls 2. 6 Rounds left for Walls 3. 2 Recovery.
Wait. Walls 1 dies. 3 Rounds left for Walls 2. 5 Rounds left for Walls 3. 1 Recovery.
Wait. 2 Rounds left for Walls 2. 4 Rounds left for Walls 3. 0 Recovery.
And then you just begin that endless cycle of Move/Cast and Cast. However, I was looking at it more like so:
XXRXX
Where your Raz (with 65% Blocking) uses the 2 spaces to both of his sides to set up an impenetrable wall, one which Physical units cannot penetrate and Magical units can only damage. Once all Magical units are dead (not uncommon to occur very early in the game), the opposition has a considerably difficult wall to manuever around. I still feel this unit could easily be overpowered, and it only discourages the already near-dead Turtle. As I said before, my Turtle uses only a Wisp and Frostie as Magical units, and both of them tend to die fairly quickly. This unit alone would make most Turtle/Anti-Rush formations useless.
Cross Punisher
11-04-2005, 11:56 AM
:hi:
Attack Range- 2, edge of tiles.
Attack Pattern- First, you have to picture unit tiles. They have 4 edges total. Now picture a Dark Magic Witch. When you first initiate the attack, the attackable squares light up in a yellowish color. The Raz has an attack pattern of the edges of tiles. He can attack two at once. They all have to be in a straight line and he can choose either the left or right side of the square to attack. Therefore, he has 8 different attack choices, whereas the Dark Magic Witch has 4. Get my drift?Um if the attack range is only 2, and the the edges chosen have to be in a straight line, how is that 8... Nevermind I just got it :rolleyes: .
Don't think I've ever seen a unit that attacked the edge of tiles :good: .
Executioner
11-04-2005, 12:53 PM
I quite like this unit. Its one of the first of F_A's units i do like :p
Exe
Forest_Archer
11-04-2005, 06:40 PM
Well.. that's a plus!
CP- I got scared when you put in the top-hat smiley because lately that means something eerie or bad is going to happen :cool:
Mithrandir
11-05-2005, 09:47 AM
I'm trying to figure out what I think about this unit. The attack pattern is very clever, I wish I had thought of it. I'm skeptical about how much the unit would be used though. Being immune to physical attacks is cool and all but having them evaporate after a time would make its uses only for short term benefit, preventing an escape or something. And it's hard to do something for only short term benefit when you only get two lines of walls. It really isn't very much. Big props for the excellent idea but I think it's underpowered.
legacy67
11-07-2005, 01:38 AM
I have a few issues with this unit.
1) I do not like units designed in a way to specifically counter the GA. Even if you did not mean that, this unit accomplishes this very well. Yes, the GA can be annoying, but a good player can mitigate it's effects to a fair degree.
2). This is my nighmare scenario.
XXX
BBX
CRX
This in a corner blocks all LOS to the Cleric. The scout oftens serves the purpose to kill the cleric and this mitigates that (Outside of the knight shot but that is very dangerous to send a scout deep in for the knight shot). Even worse, with such a short wait (1 with no movement) you can maintain this with a fair degree of simplicity.
XXX
XBB
BBX
CRX
This blocks the Knight shot (which a good player will block anyway). Remember that this is based on the standard corner placement of the cleric.
This is not very hard to maintain and this, along with a decent formation, would completely protect the cleric from harm. Game length would extend heavily, and not to mention the fact that this unit can be used to force a draw on move count later in the game.
Sorry FA, but i am not a fan.
Forest_Archer
11-07-2005, 02:01 PM
Sorry FA, but i am not a fan.
No need to be sorry, I'm used to you not being a fan of my units. :bigsmile:
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