View Full Version : Defender
actionjack
04-09-2006, 04:41 PM
Defender
Hit Points 60
Power 12
Armor 40%
Blocking 80% Front
40% Side
Recovery 2
Movement 3
Melee Attack
Bash a single unit on an adjacent tile with his shield. Reguardless of block or not, it will push the enemy unit one tile back, if there are space.
The Defender does not equip any weapons. Instead he bash his enemy with his large tower sheild. As the name imply, this unit's job is not to attack, but to act as a moving wall. With high armor and hit points, making this unit hard to kill by non-magical means. However, their slow revocery and low power balance out the turtle nature of their tactic.
Riathmus
04-09-2006, 04:45 PM
Not all that great. It's almost a moving ward;) But it has lower blocking and higher armor
Hellblazer
04-09-2006, 05:54 PM
With a recovery of only 2, I can see this as being overpowered because moving walls have never been the greatest of suggestions. Make the recovery 4 or something.
lthlinjction
04-09-2006, 06:01 PM
60 health with 40 armor? thats crazy.
gryph89
04-09-2006, 06:03 PM
Lower armor, it would be dumb to have a 70 armor unit that was stoned running around all over the place.
Hellblazer
04-09-2006, 06:49 PM
<.<
>.>
Where's everyone getting 70 armor from? Is there some percentage trick I'm missing?
Riathmus
04-09-2006, 06:50 PM
Stone golem Hellblazer
deleryn
04-09-2006, 07:25 PM
I still don't get how people can think that a shield bash would move a lightning ward...
actionjack
04-09-2006, 08:30 PM
Hmm... pushing the ward? I didn't thought of that, but I think it would be a good strategy. You can even push your own units out of the danger. I think this would add further use to such unit.
The Hit point, armor and other number can always take some tweaking, but the idea is still the same, a slow moving, little damage, turtle. It will be lot more useful in some player's strategy (if they are a defensive player, or have lots unit that can attack at a range from the back). Have to see the the unit more on a team base usefulness, and not just as a 1 on 1 compareson.
Maybe could use it as part of the Dwarven Army? (would make good covering wall for a Dwarven Bomb Tosser)
uniquinous
04-09-2006, 08:47 PM
Allowing one unit to move another is always a bad idea. The basic principle of this game revolves around the fact that you know exactly where your units will be, how they react, and what they can do at any given turn, simply because the USER is the one controlling them, not the opponent. Furthermore, it would be more benficial for a gold set to use an actual Lightening Ward as a physical blockage, then a moving blockade that takes up a unit and can't do any damage.
actionjack
04-09-2006, 09:25 PM
Allowing one unit to move another is always a bad idea. The basic principle of this game revolves around the fact that you know exactly where your units will be, how they react, and what they can do at any given turn, simply because the USER is the one controlling them, not the opponent. Furthermore, it would be more benficial for a gold set to use an actual Lightening Ward as a physical blockage, then a moving blockade that takes up a unit and can't do any damage.
But Lighting Ward does not move.
And if such unit does appear in game, well, you do know what they can do, and should take their ablity (the possiblity of bumping yours or their units) into consideration when calculating your moves.
deleryn
04-09-2006, 10:19 PM
Actually, the slow movement would severely limit the strategical implications of the move unit ability, in my opinion.
smokeyham94
04-10-2006, 05:41 PM
What if this unit survived towards the end of the game? What if the opponent had a knight with no cleric and you had this? 40 armor....So this unit would recieve 12 damage from knights, about 10 from scouts...80% blocking. Even if this unit is a defensive unit, it can still attack. I dislike the unit...
actionjack
04-10-2006, 06:57 PM
What if this unit survived towards the end of the game? What if the opponent had a knight with no cleric and you had this? 40 armor....So this unit would recieve 12 damage from knights, about 10 from scouts...80% blocking. Even if this unit is a defensive unit, it can still attack. I dislike the unit...
What if they have 3 Denfender left, and you have 1 Enchanter and a Barrier Ward? Its all really how you play.
In theory... this would be a unit for countering physical damages (knights, assassin, scout...) but weak against magical units (any unblockable attacks, paralyze)
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