View Full Version : Crazed Calveryman
ThorinH
08-15-2006, 10:09 PM
After the somewhat mild review of my first attempt, I have put some thought into this and though I don't like the name, I think the unit rocks.
HP:45
Power:18
Armor:20
Blocking:60% Front 30%side
Movement: 4
Range:1
Recovery:1
Special Ability- The calveryman knows one thing, to charge the enemy. If the calveryman is attacked in the rear by a melee unit (No mages, no mudquakes, no LW blasts etc. Ranged attacks by scouts or such is counted as a melee hit), the calveryman turns and charges directly at the enemy, swinging his sword wildly, and does not stop unil it reaches the far end of the battlefield. This attack will do half his normal attack to all enemies and allies in his path (and is not blockable).
EXAMPLE
T=calveryman (where the bottom of the T will be considered his rear)
K=knight
0-blank space
000000000000
0000T0000000
0000K0000000
000000000000
0000K0000000
000000000000
Blue knight attacks calveryman in the rear, calveryman charges through blue knight AND green knight on his way to the open spot at the bottom of the screen. IF a unit blocks the bottom of the screen, he will stop on the last available square in the direction he travels(though doing damage to the unit still). If multiple units block the way such as this....
000000000000
0000T0000000
0000K0000000
000000000000
0000K0000000
0000K0000000
Then the calveryman would damage the blue knight and the green knight, not harming the purple knight, and stopping at the red space.
~Side note~ I hope this doesn't sound too complicated, because it sounds so simple in my head. I think this guy could be a lot of fun.
bloodreign
08-15-2006, 10:25 PM
Hey thorin i like this units ability, quite unique. And it suits the unit's name
I don't see a problem with this unit at all! but sometimes you might NOT want the unit to charge and it will after being hit...that might get you in trouble.
Hellblazer
08-15-2006, 10:29 PM
Quite well thought-out, but there is that slight problem that it could bash through the whole length of the arena. I suggest putting a limit to the number of spaces it can charge.
Other than that, fine job on a creative and well-explained unit.
deleryn
08-15-2006, 10:31 PM
I don't know what "Calvery" is. I think you're talking about Cavalry (http://dictionary.reference.com/search?r=2&q=Cavalry). ;)
Not that it bothers me much. But I would flip if I made a bad spelling error in one of my unit threads.
I think this might be a little underpowered. The damage is unblockable for its special, in both examples, right? There are only 7 (maybe) attack units that would work for it. It would be good against the berzerker, but it really doesn't need a nerf. It's not too bad, I guess. Then again, it could be a good infiltrator. Just have it always face opposite the direction you want it to go and they can't attack from behind really.
You could even have it face in the wrong way behind your own lines and watch it charge all the way across the field if you attack from behind with a scout. The only problem with that is the opponent would just make it charge all the way back. :lol: A limit is a great idea.
The ability would make strategy a little more interesting. Plus, it's different from all the other horseback units out there. Neat :)
ThorinH
08-15-2006, 10:43 PM
I am glad you see why I made the special the way it is. I limited it from being able to charge directly towards the enemy cleric (unless they foolishly left him all alone.) But to send him back, you would have to get one of your own guys behind him (and if you send your scout behind him, your running him into enemy territory). that is why his attack it toned down a bit. So many people try to get behind the enemy unit, but this guy comes with a cost to get around those blocking percentages. Thats why I made him 60/30, better than a Pyro, but not so much that attacking him becomes tedious as with the knight. He's like a faster, weaker knight with a tricky ability. use could use him to rush an enemy's frosty if the frosty has something you MUST have back. But in doing so, you now have TWO guys in enemy territiory. cound be good, could be bad. It's all how you want it to be.
Now that I think about it, I could limit that ability by adding a 1 turn recovery to any additional recovery stages that it has already. (if at 1 when hit from rear, rush, and finish with 1 extra recovery. That would keep him from rushing in and bashing things to bit instantly. As to my spelling... I figured it was wrong, but I could not for the life of me find it in a dictionary (because I was looking at CAL not CAV). Thanks for the feedback,
deleryn
08-15-2006, 11:14 PM
If the damage is unblockable with the special, it'd be nice to set up against a rush line of units. :D
Otherwise, it might be too useful. ;)
ThorinH
08-15-2006, 11:18 PM
well with the rush ability at only 10 power...I don't think it would be TOO terribly powerful, even if it is unblockable
deleryn
08-15-2006, 11:29 PM
well with the rush ability at only 10 power...I don't think it would be TOO terribly powerful, even if it is unblockable
Where'd ten power come from? It doesn't specify the damage yet so I figured 18.
I think 18 wouldn't be too bad. Maybe it should even have a power boost considering the unit is damaged and the "backwards charge" is almost its only advantage over a knight. Plus, it can be used to move it far away from battle.
I wasn't thinking about that last part.
ThorinH
08-15-2006, 11:51 PM
Where'd ten power come from? It doesn't specify the damage yet so I figured 18.
I think 18 wouldn't be too bad. Maybe it should even have a power boost considering the unit is damaged and the "backwards charge" is almost its only advantage over a knight. Plus, it can be used to move it far away from battle.
I wasn't thinking about that last part.
At the bottom of the special ability I put that the charge would do half the cavalryman's damage, hence why I made it unblockable. I did that to keep from doing a full 18 power to everything it ran across. But I say no to a powerbost, as if it was sent back, your are literally crushing anything in that file to dust. I had ment 9 power, not 10. my origional idea was to make him 20 power, but I changed my mind. Thats where I came up with 10...forgetting my own idea changes.
deleryn
08-15-2006, 11:59 PM
That makes it less effective against enemies and not too much to worry about against allies. I sure wouldn't know what to pick there. :confused:
9 damage does seem useless but its done without wasting a turn so I guess there shouldn't be more. That's what I'd decide on, anyways.
I dunno.
You can worry about your unit and I'll start making my next. :)
ThorinH
08-16-2006, 12:01 AM
LOL, yeah, I think I will go back to the drawing board. I plan to make one that is without exception a great idea. Thanks for the advice Urn. I challange your next one to be better than my next one, mwhahahaha.
vBulletin® v3.8.4, Copyright ©2000-2009, Jelsoft Enterprises Ltd.