View Full Version : Javelineer
HP: 30
Power: 10
Weapon Range: 4 squares
Armour: 6
1 Turn Recovery
30% blocking front / 15% blocking side
Movement: 5
Based mainly upon the fact of light skirmish troops running forward, engaging the enemy, then pulling back, or outflanking and pestering and attacking the rear of units. It has fast movement to complement it has low armour, and its HP and power arent great, but would be more a seeker of witches, pyros, clerics etc, but be able to pester knights and such. Of course it means its almost imposible for a knight to catch up to a skirmisher, but then again that was the whole point in real wars.
Its a pester unit, its weak in some aspects, but adds some different ideas i believe to tactics.
Yeah. Think it of it as a first line engagement to hit upon things to weaken from a range without exposing your archer, then pushing the rest of hte units forward.
Also with the abilityto get around the flanks and rear of knights possibly in 1 turn it also enables you to hurt them, of course low damage though (they are only javeluins compared to other things in the game) and would prove a sort of half cleric/witch/pyro hunting you also. Prehaps a increase in power, I'm unsure though :S
Any other views? Its a little underpowerred compared to what most people have been throwing out. Tried to get away from the whole -elemental/special- ward/mage thing
power is a bit low eh?think about it....i think his it hurts more than an arrow of an archer ^^
and 35 hp would be ok too
It tried tonot go too close to other creatures/humans/beasts stats. See if I shoot the power to 15, its a bit like a pyromancer in stats, while, hp 35 is more like a swift assassin.
The low hp is to complment the fast movement, and you cant move fast in armour which is why its dropped slightly. It would suffer mainly against magic wielding blokes, but against archers, assassins and knights it would be able to stand at least a turn of fighting, hurt them, then run off. Or it can stay out of their attack range and fire. It means it can engage the harder units, attacking behind them and such without exposing its self too much.
It would be strong against knights, assassins, and could finish off or do the starting damage on a pyro, cleric or witch.
Although its weakness would be against archers, who could seriously hurt the javalineer, as can magic wielders.
With its range capacity, it can just stand out of the range of knights, get around faster units, and stand a good chance of hurting things in a different light.
Dont always concieve we need all power units in this game. Prehaps a more weaker, or support/flanker unit would be liked amongst the majhority. Most of the units I hae seen are too strongly based without thinking where in the battlefield they should be used, without replacing a pyro for a lightning guy, or a lightning ward for a fire ward etc.
:)
After much consideration I have decided to tweak the stats a little, although say if you believe the older ones are better. Here were the previous stats:
HP: 30
Power: 10
Weapon Range: 4 squares
Armour: 6
1 Turn Recovery
30% blocking front / 15% blocking side
Movement: 5
And now the new stats!
HP: 30
Power: 12 (Increase of +2 Power)
Weapon Range: 5 squares (Increase of range by +1)
Armour: 6
1 Turn Recovery
30% blocking front / 15% blocking side
Movement: 5
Not much else has changed, I didnt feel I needed to. It fitted in with what I saw this unit to be like, but the slightest increase in power has worked in with along the lines I was thinking. And the extra range of 1 means it can perform hit and run tactics on enemy assassins and archers now. (of course it cant escape th archer range)
kyrios24
01-13-2004, 11:54 AM
Is it affected by LOS? Or more of throwing the javelin over the heads of the enemy? Because if that's the case, it might be a bit harder to block...I like the idea. Nice and original...light and fast units are pretty rare. The new stats are better. 10 attack does absolutely nothing. Also, with 12, there would finally be a good pyro-killing combo. Right now, all we have is LW, or 2 pyros. This would give javelineer + scout/assassin as well. And the 12 would do nicely to counter cleric heals.
Now about the blocking. Maybe the enemy has 2/3 chance of the normal melee block? Like a pyro would have a 22% chance of blocking from the front, or something like that.
Hmm... didnt think about LOS. I would consider it to affect LOS, after all if a archer shot is affected by LOS (I presume it would shoot up and over instead of dead straight) then a javelin shot would also. So rules for the Javelineer and its throwing javelins would be the same rules applied to that of the scout
Thats one of the reasons I designed the Javelineer though kyrios :) It seemed to fit a nice bill into TAO itsself.
Im not sure what you mean by the blocking itsself? again I woul fit the rules for that of the scout, with that of the javelin for long range hitting.
Thanks for the good comments kyrios :)
Anyone else?
Wrath of God
01-13-2004, 01:28 PM
i still think its to weak considering the fact that a cleric can heal all damage by it. and also i wouldn't compare it to the pyromancer since the pyromancer is also underpowered. thats why they invented the dragonspeaker mage. a power of 15 or maybe a little more like 16 would be better i think
kyrios suggestion is great i think....
leave the stats how they are and disable LOS effect...
would be a nice unit then
Originally posted by Wrath of God
i still think its to weak considering the fact that a cleric can heal all damage by it. and also i wouldn't compare it to the pyromancer since the pyromancer is also underpowered. thats why they invented the dragonspeaker mage. a power of 15 or maybe a little more like 16 would be better i think
as amazing as it sounds, thats the whole point. I didnt create the Javelineer to be a power unit, its based on Skirmishers in war time. They were never hard striking units, they didnt really kill lots of people (except the unarmoured in this case that would be mages, clerics, etc.)
Raising the power would defeat the point of this unit completly, turning it into a too over powred unit in my opinion. Dont think along the lines of rushing straight at the enemy, you weaken them before you deliever the main assaul, or you draw out units, you pester them, you harrass. That mightnot sound very good to you if you are a very aggresive player, but I knowsome people who play like my own style.
Thanks for you opinion though, it has been noted :)
I'm unsure of how Line-of-sight would affect it that much in terms of playing in game, but I havnt been playing long so I dont fully know. Does the scout use LOS effect? Few more opinions please, and any clarifcation on LOS would be appreciated, then i will post the final unit. Prehaps Seed might lookat it then :)
yep...scout uses LOS effect....
if ud disable this i could leave the power as it is and it would be a nice unit then i guess...
Ok here are the final stats... I think lol. Depends if I get any more comments, but thanks to all who helped :) might need some more help though if it doesnt seem right heh.
Final Stats (hopefully):
Javelineer
HP: 30
Power: 12
Weapon Range: 5 squares
Armour: 6
1 Turn Recovery
30% blocking front / 15% blocking side
Movement: 5
Special Rules: Doesnt need LOS to hit enemy
iŽd suggest : weapon range -1 / hp + 5
Thats somethI suppose in the long run its good, although I dont really want to increase the HP if I can. I prefer to keep it quite low, after all a guy wearing hardly any armour, and who isnt supposed to be directly concerned into the middle of the fray, shouldnt have that large a HP. The Javelineer is a fragile sort of unit plus its high movement keeps it away from Knights and such, ok it suffers against scouts and mages, thats the counter balance between movement and pain. Hope that answers some questions.
Serge
01-15-2004, 03:41 PM
Good idea DKR. i agree it would be a breath of fresh air especially
if didn't have LOS limitations P.S. nice avatar...now where have i
seen it before...
~shrugs~ Havn't seen it before
So any more comments or this going dead? I would like Seed to view it, prehaps it might find it slightly interesting? Like to see his comments though.
Serge
01-17-2004, 07:40 PM
DKR check out my "My feeble attempt to bring FFT characters to TAO" thread.
P.S. It's my avatar now because I am Serge
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