PDA

View Full Version : Cowboy


ys302
08-09-2006, 02:16 PM
Cowboy:
The Cowboy is a human unit and his weapon is his rope. His rope is his only weapon, which is weak but long ranged, and he doesn’t have much armor. His quickness is his only way to prevent himself from being hit, but it usually doesn’t work. Therefore he can use the rope to push his enemies away…:
HP: 40
Power: 10
Movement: 3 *Edit: I think 2 would be better to prevent it from rushing to the opponent's cleric and give a huge advantage to rushers and disadvantage to turtles.*
Blocking: 20
Armor: 15
Delay: 3 (1/2)
Attack: Range of 6.
Regular: needed: LoS + free square in the direction of the shot (in the 'front' of the lasso man after it attacks). The Cowboy throws his lasso and catches his opponent dealing him 10 damage and 1 turn of stun. Then he pulls the enemy right in front of him and the unit's back is toward the Cowboy.
Special: the Cowboy moves the rope fast and causes the units around him (in distance of 2) to move 2 squares in the direction they are from him (vertically diagonally or horizontally) – but if there is a unit in their "new place" they don’t move.

Comments:
1. I chose movement of 3 to prevent him from chasing scouts at the early game pulling them into the enemy's territory.
2. The 10 damage is because of the rope strangling and the stun turn is for breathing and "getting better".
3. Cannot attack shrubs or penetrate barriers.
4. Both attacks break focus and un-poison a poisoned unit.
Tactics:
1. The Cowboy can be used to pull mages and other low hp and low armor units into your base dealing some damage and stunning them.
2. It can also be used to pull into the middle of the board the opponent cleric or hiding units and allows to finish them quickly.
3. It can break paralyze-focuses and pulling the frost/chanty away it allows the paralyzed unit to continue its attacks.

ys302

Pheonix
08-09-2006, 07:44 PM
I feel it's a little too weak, and a little too powerful at the same time.

Meaning: To kill it, it would not take very much at all. And he won't be doing much damage. In this sence, it's too weak, and would not be used.

Forgetting the part about all units within two squares moving 2 sqaures away...he drags any unit 6 sqaures closer to him...maybe it's just me but that's more powerful than you think. Taking any unit and dragging him into your swarm of guys, who will either clobber him, or have a frostie/wisp/furgy prevent it from running away, causing certain death.

Remember, we 'forgot' the part about moving all near units two sqaures...I didn't get that much so I won't comment on it. Just sounds whack.

Slightly less of a reason, I don't think some cowboy would be dragging a Dragon or something around either...

scb
08-10-2006, 04:58 PM
I suggest having it only move units one space toward the cowboy, or not at all if the move is blocked (for example, attacking a knight's move away between two units). Either that or reduce the range - perhaps to 3.

Another possible use - what happens if a cowboy attacks a paralyzed unit?

bloodreign
08-10-2006, 08:01 PM
Don't forget that you cannot have more than one cowboy on the playing field at a time. BECAUSE you will have them go into the BROKEBACK MOUNTIANS!

ys302
08-11-2006, 07:29 AM
scb - you are probably right about the range thing but i think that 3 range will make it too underpowered... So maybe a range of 5 would be fine, because then it wouldn't be too easy to take out clerics from turtles but not too dificult (remember it has a movement range of 2). When a paralized/poisoned (or any other spell) unit is dragged out of range - the spell will break. If the range can still maintain the focus it will stay the way it was in the new position...

ys302

by the way -
the purpose of the special attack (that causes no damage) is to free spaces near the cowboy to allow him to drag units near to him).