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Kamikazie-Bunny
11-20-2005, 02:01 PM
Name: Restriction Ward
HP: 40
Armor: 15
Power: *Focus - See Below*
Range: 5
Block: 100% All Sides
Movement: None
Wait: 2

Focus - Errects a Containment field in a cross shaped area of 5 tiles.
No unit can enter or leave the Restriction Field
The purpose of this field is to limit unit movements.

Note:
All attacks function as normal, and can penertrate the field. LOS is not affected.

Offensive Tactics:
1) If you have a high powered unit in range, (e.g. a knight) you may contain them and procede to attack them with a ranged unit (e.g. a pyro) until they perish at no risk to that unit.
2) If a unit is foolish enough to walk in range of a lightning ward you can trap it there until it dies.
3) Prevent an enemy from retreating (e.g. a scout).

Defensive Tactics:
1) Trap an assasin with -5 health and prevent mayhem.
2) Contain multiple units and prevent them attaking you.
3) Use it as a primitive barrier to keep melee units from reaching you.

Extreme Tactic:
If you are fortunate to begin within range of the front line of an enemy turtle you can potentially contain an entire row of knights.

Servant
11-20-2005, 02:04 PM
this unit is kind of underpowered. with a range of 4 it's too close to potential ranged units to come into play. having focus limits it this way. maybe increase range by one or two.

Kamikazie-Bunny
11-20-2005, 02:09 PM
I'm considering three options,
1) Increasing the range,
2) Enlarging the containment field,
3) Making it a non focus spell that disipates after 3 of the users turns so only one can be present but it is non focus.

Let me know what you think and thanks. I'll await a few more replys before i try an update.

Mitosis
11-23-2005, 06:55 PM
I'm considering three options,
1) Increasing the range,
2) Enlarging the containment field,
3) Making it a non focus spell that disipates after 3 of the users turns so only one can be present but it is non focus.

Let me know what you think and thanks. I'll await a few more replys before i try an update.

Well you need to update it so we can know what to think

chamon
11-23-2005, 07:23 PM
thats a sweet idea its awsome

Kamikazie-Bunny
11-29-2005, 03:54 PM
Done!

I've increased the range to a maximum potential of 6 (prev.5) , and decreased the recovery time to 2 (prev.3).

The enhanced range now means any magical unit must move as close as possible to attack, to be in range.
In addition scouts can be 'caught' if within range but can easily escape at the cost of a attacking, (hint: place a knight in the LOS).

JesusCraig
11-29-2005, 03:58 PM
What happens if a unit is on a position that is being contained?

If the containment continues regardless, what stops people from containing any unit in the center of the containment field?

Cuathon
11-29-2005, 04:06 PM
what are you asking? if a unit is in the squares targeted for the field it cant leave the field.

JesusCraig
11-29-2005, 04:11 PM
Hmmm... misread. I was figuring a unit could move off but not through the squares for some reason.

Kamikazie-Bunny
11-29-2005, 04:26 PM
If a unit is contained within the field it can only move on those 5 squares. Until the field is lowered.