View Full Version : Spearman
Blitz Ace
01-12-2004, 01:31 PM
As I recently joined TAO the other day, I came across this thread and a design for a new unit came into my mind. I believe it went something like this:
Spearman
Type: Male Warrior
HP: 40
Strength: 20
Armor: 7
40% Blocking, 20% from the sides
Movement Range: 2 tiles ( in any direction )
Recovery time: 1 turn ( even after attacking )
Attack Range: 6 tiles ahead in either front, right, left, or behind the Spearman. Attack damages first enemy in LOS.
I tried to make to make this unit as balanced as I could with the low blocking, armor, and movement rates. This unit makes a great attacker from long distances and joins up with the Scout and Dark Magic Witch. I believe the strength ratio is appropriate enough, because throwing a spear does take a lot of strength.
Please tell me what you think of this.
Jazierel
01-12-2004, 01:53 PM
Well I must say, for your first unit I think its well balanced and useful too :) The strength of 20 might be a bit too powerful, maybe 18 would work better, but otherwise I think its very good. Welcome to the Create-A-Unit forum!
teester
01-12-2004, 02:21 PM
hi max
nice unit
Blitz Ace
01-12-2004, 02:40 PM
Originally posted by Punishment Co.
Tell me something. How long exactly is this "spear" if it can potentially reach a unit 6 tiles away? Is the spear thrown or thrusted?
The spear is thrown. I could've sworn I said it was thrown, but yeah. The spear is thrown 6 tiles ahead.
Wrath of God
01-12-2004, 03:54 PM
I would keep the attack strength as it is otherwise it becomes too much like a scout. I think its fine the way it is
royalfire
01-12-2004, 05:35 PM
Definitely cool unit, but how does this guy get his spear back?
I mean does he walk over or what??
P.S. Very good for a first one, mine is on string Wolfman unit, but yours is better
Wrath of God
01-12-2004, 07:01 PM
yeah if he had to go get the spear it would really be bad due to its movement range
Blitz Ace
01-12-2004, 08:00 PM
Yes, it would suck royally if he had to go back to the spear to get it. So yeah, the Spearman carries around some extra spears on his back like the Scout has his quiver of arrows.
More units to come later ;)
Blitz Ace
01-12-2004, 08:27 PM
I apologize for double posting - I don't know if that's allowed or not on this board. Forgive me if it is illegal.
Anyways, I have been tinkering with some new units and I was able to come up with these two.
Demon Ward
Type: Contraption
HP: 35
Strength: --
Armor: --
0% Blocking
Immobile
+5 Recovery
A device crafted by Dark Magic, the Demon Ward summons the souls of the lost onto the fray for a devestating attack. The question is: who will the Ward call upon?
__________________________________________________ __
Now, I'm sure this sounds like the infamous Necromancer idea that revives fallen units. However, the Demon Ward works slightly differently. As you noticed, this lil' baby can go down in no time at all, so why bother having one on the field?
Simple. The Demon Ward has the special ability to call forth a random unit that the user has lost in battle back to the field for one attack. The unit revived is completely random, and attacks a random enemy, or does its special ability to your troops. Any attack that was unblockable is no longer.
However, there is a 10% chance that the Demon Ward will call forth an enemy unit instead, making the Demon Ward a high-risk chance.
After the Demon Ward calls forth a fallen unit, that unit dissappears from the field for good. To prevent this from being used too much, I gave it a high recovery time, no blocking capabilities, and no armor. Therefore, if the DW is placed on the frontlines, then there's a good chance it'll be destroyed in no time.
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Berserker
Type: Male Warrior
--HP: 48
--Strength: 22
--Armor: 5
--Movement Range: 4 tiles
--Range: 1 adjacent square in any direction
--1 Turn Recovery
--60% Blocking, 30% from the sides
--Special Ability: Bloodmoney
The Berserker is a strong unit with a decent amount of HP that does what any Berserker does best: Find the nearest enemy and beat them to a pulp. Berserkers favor a "hit 'em hard, an' hit 'em fast" strategy with the high Strength and low Recovery rate. Its Bloodmoney ability, however, hampers its effectiveness in later stages of the battle.
__________________________________________________ __
To the "hit 'em hard" strategist, the Berserker is bound to become a favorite unit. Good Strength, Movement, decent Blocking, fast Recovery time,
However, the Bloodmoney ability causes the Berserker to lose HP equivilant to one-third of the damage dealt to an opponent. Those with two or even three clerics are bound to love this unit.
When used in conjunction with a Cleric, the Berserker is a powerful opponent. However, its low armor rate gives the Berserker extremely vulnerable to high amounts of damage, and its Bloodmoney ability doesn't really help in the grand scheme. Again, a Berserker is best used with one or more Clerics.
Please, give me your thoughts.
Blitz Ace
01-13-2004, 01:16 PM
Teehee. Knew I forgot something.
Edited in the Recovery time.
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