View Full Version : Wulf Boy
bloodreign
08-08-2006, 01:15 AM
I could not come up with a better name (were boy ,were child , wulf boy orphan ect..)
Basicaly this is a modified version of my shaman, same general idea , but new look and feel.
WULF BOY
http://i32.photobucket.com/albums/d34/realistromeo/WERBOY.jpg
These are kids who being left as orphans were seemingly outcasts by society. But soon became wild adopting the ways of nature around them.Some say they have been bitten by a large dog beast or werewulf, most do not care, they look like normal children and can enter towns with ease, they cannot integrate with society without their animal tendencies comming out, their violent and agrresive nature soon reveals itsellf.If physicaly harmed they become enraged and transform into a terrible beast.
WEREBOY STATS
HP:36
POWER:14
ARMOR:8%
BLOCKING:40%
MOVEMENT:4
RECOVERY:1
WHEN THE WEREBOY IS HIT HE BECOMES A MIGHTY BEAST FOR 2 TURNS
HP:36
POWER:24
ARMOR:30%
BLOCKING:75%
MOVEMENT:4
RECOVERY: (begins with no recovery time but it is 1 thereafter.)
As you can see he is a weak vulnerable boy almost unaccustomed to, and unwelcomed on the battlefield.But when a physical threat arrives he becomes a serious customer to deal with! he will only transform when he is dealt damage, even poison damage.
GOOD candidate for a muddquake start TRANSFORMATION.
Tell me your input is he to powerful? or are the hp and power when he is a boy balance out?
is this concept to wierd? input possitive or negative appreciated.
*EDITS ARE IN RED*
Pheonix
08-08-2006, 10:19 AM
WEREBOY STATS
HP:31
POWER:14
ARMOR:4%
BLOCKING:75%
MOVEMENT:4
RECOVERY:1
WHEN THE WEREBOY IS HIT HE BECOMES A MIGHTY BEAST FOR 2 TURNS
HP:31
POWER:24
ARMOR:35%
BLOCKING:85%
MOVEMENT:4
RECOVERY: --
First, all units must have some sort of recovery. and 85 block with 4 move and one recovery on 24 power with 35 armour....That's crazy. And to have it work even if it blocks, you could attack yourself and feel safe with a 75% chance in the front.
Would barrier-ing it count as an attack and beef him up? Cause then you just need to barrier him and rampage around, maybe heal and barrier again when he becomes little...but oh then he's on rampage again.
Off topic: You made two of this thread with the same name as well. Didn't read the other one yet but I assume it's the same thing.
Cross Punisher
08-08-2006, 10:35 AM
I'd have to say that the blocking for both of them is too high since even a block transforms the wereboy which is weird because supposedly damage has to be done for the tranformation to happen.
Pitot
08-08-2006, 06:34 PM
GREAT UNT, very original and thought out but a little overpowered. It needs to be teaked a little bit and I have good news, I will tell you how. First way: perhaps increase his hp a little bit (maybe). Decrease, at least, the blocking of the weak kid formation and make it so if he blocks he does not tansform.
The other way you could make him better is to keep hp and blocking the same, but simply make it so that if he blocks he does not transform. Also say that barriers and healing does not beef him up.
deleryn
08-08-2006, 07:16 PM
Just one question: Does the current hp level stay damaged or does the beast get a new, full, hp level when the change happens?
Sluff
08-08-2006, 07:20 PM
It's cute. :)
A little overpowered..but meh.
bloodreign
08-09-2006, 12:16 AM
OK i will edit it
i will take away transformation upon blocking
i will also modify it so that if the wulfboy attacks and has 1 recovery "IF" he gets hit and transforms the recovery is gone but any subsequent turn, there is a recovery time added upon moving or attack.
basicaly when transformed he starts "FRESH"
barriers will only protect him not harm him as also in the case of a cleric heal so not transformation will ocur there also.:D
also he does not get fresh hp when transformed, that would be too powerful, this way if an enemy lands a good hit the wulfboys hp would most certainly be halved in any scenario, that is why his ALTER FORM is so beefy because if you decide to attack after getting hit you are most likely riding on 12-18 hit points getting yourself into danger with mele units or magic casters that can snuff you out.
TACTICS: i could see a muddgolem,stone golem support system where you stone both... send them in and quake transform/quake transform.
also a barrier ward would be an advantage for this unit.
You Lost!
08-09-2006, 12:20 AM
Nice job I like it.
elimination
08-09-2006, 01:00 AM
good job....it's a little overpowered and the attack should be lower than it is when it transforms...
PaperPhantom
08-09-2006, 10:03 AM
Could use a little adjustment on the power...but i think it looks good. Good job.
nickm55
08-10-2006, 10:54 PM
You keep trying the tranformation, I like the intial thought but when it comes down to stats and turn wait, its sketchy, LOVE the graphics though.
Nice Man :P
warkiller
08-11-2006, 09:46 AM
nice picture i read your other threat and it was almost like this one. but thewy both have something (well almost everything) in common. First i dont like the 36 hp you gave him. that is some wierd hp. then the beast form is overpowered but on the other hand weak. brcause if you hit the boy with the DT you would lower it to about 27 damage, leaving the beast at 9 damage easy to kill. Just wondering can you hit your own unit to make it a beast?
bloodreign
08-11-2006, 10:48 AM
Warkiller, it is true that if this unit is hit by a DT it is almost doomed, but here is my logic
if a DT hits a scout
40-26 =14 almost any unit can kill the scout after.
with heal the scout will be at 26, sitting rather pretty and will need 2 hits to kill (except LW).
Now the wulf boy's HP are 36 with 4% armor wich is basicaly 0%
36 -28=8 hp yeagh weak and killable, but with heal will sit at 20 hp and with 30% armor in transformed state it would take an aditional DT shot to put this puppy down.
Now here is another scenario A knight hit + a scout shot.
36-22=14 (WB transforms armor is now 30%) 14-18=(13 point reduction) 1HP is left for him.
Now with a cleric heal he gets back to 13 hp not bad but could do better.
I will revise my unit and bump armor for wulfboy up to 8%
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