View Full Version : Wild Headsman
ThorinH
08-14-2006, 11:24 PM
Ok, this is my first shot, but here it goes.
HP: 42
Power: 99 unblockable
Armor: 5
Block: 0%
Move: 3
Recovery: 2 (but no recovery for movement only)
Range: 1
Special Attack: Wild headsman becomes so intent on decapitating his victims that he focuses for one turn. If focus is not broken, he swings for the neck, doing 99 unblockable damage to the opponent. This attack does not harm the LW or BW as they have no head. After which he goes into a 2 turn recovery phase. IF focus is broken, then he gets no recovery time as if he did not attack.
I haven't checked the complete list of created chars, so if I have copied someone elses idea, it was unintentional.
deleryn
08-14-2006, 11:37 PM
That's pretty good. :)
Tactically, though, it's a range 1 frost golem. I say this because anything frozen by the frost golem (or enchantress) needs help getting out from a scout or something. If an enemy's knight rushes and attacks a scout or something, this could move next to it and kill the knight next turn if LOS blocking is already taken care of.
I think its overpowered, though, because there's a chance to get the unit back with a frost golem. This just permanently removes it from the game.
I don't really know how you could fix it. It's your unit ;).
I haven't checked the complete list of created chars, so if I have copied someone elses idea, it was unintentional.
Of course you haven't. That would take ages. But if you hang around CAU long enough and do an occasional search for something that passes your mind, you'll have a pretty good notion of what's old and what's new.
ThorinH
08-14-2006, 11:48 PM
well I look at it this way. If a unit has been moved into a position in which this thing can get on it without any chance of recovery, then it would be the attackers own folly. I had thought of it because I get tired of chasing down an opponents last unit, when they have no real chance of winning. Besides, I thought it might add a new dimension to the game, make someone consider the possibility you mention. So you don't get as much of "Move and attack " every turn. It would make you want to think farther ahead of yourself so that your unit doesn't get trapped by the headsman's wrath.
bloodreign
08-15-2006, 08:00 PM
ThorinH no need to apologize, it's been 2 1/2 years since CAU'S birth and we have hit the wall so many times before as far as ABILITIES go. All that changes is the character SURROUNDING the ability themselfs. so no need to apologize just make sure you make a TAO LIKE CHARACTER.:D
Hellblazer
08-15-2006, 08:56 PM
Sorry, but that's a bit too overpowered. One turn of focus for a killing blow is way too little. If anything, it should be two turns. The health evens out that problem only a little bit.
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