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Sodamoeba
08-07-2006, 04:07 PM
Name: Defender

The Defenders were used to quickly plug up holes in lines during battle. Fairly weak soldiers who are well armored, they can become enraged fighters when they are fighting for their homeland.

HP: 45
Armor: 15%
Blocking: 60%
Power: 16
Move Range: 5
Recovery: 1
Attack pattern:

D = Defender
A= Attackable
X= Space

XXXXXXX
XXXAXXX
XXADAXX
XXXAXXX
XXXXXXX

The Defender sweeps his sword in attack. He hits two of the A's
in the diagram, but the A's must be adjacent. For examples:

XXXAXXX
XXXDAXX
XXXXXXX This could be an attack

XXXXXXX
XXXDAXX
XXXAXXX Or this


Special Power: Battle for the homeland!

The farther back in your lines he is, the more attack power the Defender has. This will require a fairly in-depth diagram, which will be quick to read, but will take forever to make =_=

X=Enemy's Side Spaces
Y=Your Side Spaces
Z=Divider

OOXXXXXXXOO
OXXXXXXXXXO
XXXXXXXXXXX
XXXXXXXXXXX
XXXXXXXXXXX
ZZZZZZZZZZZ
YYYYYYYYYYYRow 1 +1 Power
YYYYYYYYYYYRow 2 +2 Power
YYYYYYYYYYYRow 3 +3 Power
OYYYYYYYYYORow 4 +4 Power
OOYYYYYYYOORow 5 +5 Power

As this diagram illustrates (It took helluva long time -_-), the Defender gains 1 power for each row back in your lines he is. So if he is at your back row, he gets +5 power.

Strategy
When I play, I sometimes feel like the enemy is going to out maneuver me and there is nothing I can do about it. I would love to have a unit like this on my team. When the opponent brings up a scout or muddy, rush over to it with this guy, attack, bring up the knights , your scouts, or any other power attackers, retreat your Defender, and continue the attack with the rest of your units. He is basically a unit that starts a counter attack on your opponent when they rush you. He would also be an excellent endgame unit if you are down a piece. The opponent will be bringing the game to you, so you will be playing behind your lines.

Placement
I would see this used mostly in turtles (which are more common now) and in freestyles, and I would place him 2 or 3 rows behind the divider, where one might typically place a scout or similar fast, low attack piece. He won't be leading the initial charge (he will be leading the initial defense is what my strategy section stated), so don't place him like he will be.

Cross Punisher
08-07-2006, 08:16 PM
so is the change in attack power automatic. I mean if I was on the last row with 21 and then moved up to the first row would the defender's power automatically switch to 17 or does it take a turn for the power to change to the appropriate number.

Forest_Archer
08-07-2006, 08:19 PM
It's "aight."

Not extremely original or useful. I wouldn't use it. :happy:

shatterstar
08-07-2006, 10:07 PM
so suppose the defender attacks the square in front of him(front of his face), then which 2nd tile gets hit? does he do this:

XXXAXXX
XXXDAXX
XXXXXXX

or this:

XXXAXXX
XXADXXX
XXXXXXX Or this
and how does the directions for blocking work out?

i like the special, i'd been thinking of something very smiiliar but couldnt really balance it. i assume it happens immediately, so i can fall back at use the extra power all in 1 turn? otherwise moving him forward would just be an annoyance.

kholmes
08-07-2006, 10:13 PM
first off, I think this is a well thought out unit
With that said, my question is, why does he get the two unit swing atack if his purpose is defense against a muddy or a scout rushing in?
I could even see the opponent strategically teleporting a Mud Golem to make the second atack likely to hit ones own units.
Just sayin...

ChainHeart
08-07-2006, 10:42 PM
it seems a bit weak :-/ the power bonus isnt much either...

kholmes
08-07-2006, 10:58 PM
it seems a bit weak :-/ the power bonus isnt much either...

When defending this unit requires strategy and allows for near abuse by a good palyer. If in the back row, he can strike for 21 damage twice--> that's 42 potential. 42 > anything short of a Mud Golem quake hitting every enemy (which is easy to heal) or a DSM hitting 4 units...

Cross Punisher
08-07-2006, 11:01 PM
well yeah but when are you really going to be able to hit two of the opponent's units for 21 damage apiece?

DarkMethod GL
08-07-2006, 11:07 PM
This sounds like a good strategical unit, that could be helpful in certain situations.

Sodamoeba
08-09-2006, 06:25 PM
so suppose the defender attacks the square in front of him(front of his face), then which 2nd tile gets hit? does he do this:

XXXAXXX
XXXDAXX
XXXXXXX

or this:

XXXAXXX
XXADXXX
XXXXXXX Or this

You choose which of those 2 are attacked. It's up to you.

and how does the directions for blocking work out?

Like a regular scout LOS shot. Imagine the scout was shooting an arrow from where the defender is to where the opponent is.

i like the special, i'd been thinking of something very smiiliar but couldnt really balance it. i assume it happens immediately, so i can fall back at use the extra power all in 1 turn? otherwise moving him forward would just be an annoyance.

Correct.

My answers are in red


it seems a bit weak :-/ the power bonus isnt much either...

21 damage is quite a lot for a unit with 1 recovery. 16 is a lot as well, what with 5 move range and relatively high armor and health.

Sodamoeba
08-09-2006, 06:30 PM
When defending this unit requires strategy and allows for near abuse by a good palyer. If in the back row, he can strike for 21 damage twice--> that's 42 potential. 42 > anything short of a Mud Golem quake hitting every enemy (which is easy to heal) or a DSM hitting 4 units...

42 potential damage, but it is going to be very hard to get in the back row, with 2 enemies on 2 of the 3 squares you can hit (and those 2 being adjacent), and to hit both with out them blocking. Then, factor in armor.

-In addition, a DSM hitting 4 units causes over 100 damage.
-A witch hitting 2 units causes 48 damage.
-A DSM hitting 2 units causes 54 damage.
-A Dragon causes 28 damage
-A Mud golem causes up to 120 damage.

42 max potential damage is not very much, especially with a blockable attack (which none of the other units have) and a very low chance of every being in that situation. VERY low.