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
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