View Full Version : Munch
bloodreign
12-21-2006, 12:02 AM
MUNCH
http://i32.photobucket.com/albums/d34/realistromeo/munchausen.jpg
Funny name for a deadly little creature.
(i have made a similar unit like this)
The munch's live near graves,battlefields, and old folks homes.....some say they are able to smell death. That is why seeing one is considered a bad omen, because death is near, either a large creature has killed something and the munches are gathering.......or you are next on the list to die.
Munches feast upon dead carcasses and maimed enemies, they are not physicaly imposing but their bite is tremendously deadly!. They follow armies into battle hoping to feast upon fresh dead flesh, they are not unlike a dog that assists it's master in hunting other animals or humans.
MUNCHES STATS
HP:36
POWER: (15 upon bite.... and -1 hp per turn from poison, STATUS PERMANENT! and death dealing!)
ARMOR:15%
MOVEMENT:4
RECOVERY:2
BLOCKING:0%
So it is a decent unit to use to weaken opposing knights, scouts and even spellcasters. This unit could add a defensive strategy to the game where you could in effect bite...shrub and wait for an opponent to die! it could turn the tide late game and even when it has died the poison still remains in effect -1 every turn....yours and the opponents.
Deadly unit that once opponents cleric is killed, can continuosly kill enemy every turn...(so i think no draw games here since the opponent is constantly dieing!) POISON BITE STACKS! so you could bite 2x and the opponent will lose -2 every turn like a poison whisp!
Match Strike
12-21-2006, 03:48 AM
Eek. 4 movement? I just hope this is blockable :/ The stacking is what makes this particularly disturbing.
The Coder
12-21-2006, 07:40 AM
Umm... Thats a little overpowered. You'd also have to not call its ability poison, as poison has already been defined.
bloodreign
12-21-2006, 08:29 AM
This unit may have to be tweaked, but 4 movement with a 2 turn recovery is balanced! you have plenty opportunity to kill the little bastard!
DISEASE/INFESTATION/ROT/FUNK? i nedd a cool name for the effect.
And yess the attack is blockable, but you see the MUNCH cannot block and can be dispached easily by scouts and spelcasters, even a knight can trust in his superior blocking to get close enough to whack this nasty off!
The Coder
12-21-2006, 09:57 AM
This unit may have to be tweaked, but 4 movement with a 2 turn recovery is balanced! you have plenty opportunity to kill the little bastard!
DISEASE/INFESTATION/ROT/FUNK? i nedd a cool name for the effect.
And yess the attack is blockable, but you see the MUNCH cannot block and can be dispached easily by scouts and spelcasters, even a knight can trust in his superior blocking to get close enough to whack this nasty off!
Ummm the Knights "Superior" Blocking is nothing from the back.
Nothing should be endless. How about having it not be death-dealing, and when it reduces the unit to 1 health it ends? It will still be nasty then, but not so much so.
Alternatively, it could last for a specific amount of time... perhaps 10 turn cycles?
This is overpowered because, as you said, it's basically autokill. Hit two enemy units with this, and you've more than made up your loss when it dies.
bloodreign
12-21-2006, 09:19 PM
:crazy: :bye: Ummm the Knights "Superior" Blocking is nothing from the back.
Thank you Captain Obvious........
This unit will get it's munch on GARUNTEED at least once per match, but as i stated the knight has a great chance to block these attacks! Your knights would do well to avoid this unit and make it walk to them, making it wait 1 turn.. then you attack and follow up with another knight/DSM/DMW/DT/LW.. you could dispatch it easily.
I think i will take scb's suggestions into consideration, and i will make revisions soon.
JesusCraig
12-22-2006, 12:25 AM
SCB, you seem to forget that while they are permanently hurt, they aren't necessarily killed. Not even close.
In order for this thing to kill things will take 9 turns for a cleric, and 13 for the next lower, with it increasing even more. every 3 turns you can heal, and even if you can't, this units effects aren't terribly effective. In a situation where an enemy has no healer and you have a furgon this is considerably better, but it's a loss of so much power it's balanced as it is.
INUYASHA
12-22-2006, 09:13 AM
I'd just say make it have a weaker initial attack, and it'd be a bit more balanced
Last Flash
12-22-2006, 11:59 AM
Agreed with Craig, easy to kill, easy to heal, blockable attack, 2 turn recovory (so it cant just hit and run 1 vs 1. Id say its a bit underpowered if not balanced
bloodreign
12-22-2006, 05:48 PM
All hail the savior JesusCraig, get crunk on the JC keeping it crunk for christmas! YEEEAAAGH! WHUT? OK! :allok: :fire:
me14k
12-22-2006, 05:54 PM
this will be unbeatable end game. just do that auto draw form with BW LW and other unit... so bite, bw and wait.
BE SOOO BORING.
but very nice unit idea, how about it can only do 20 damage as a result of poison.
Lonely Tylenol
12-22-2006, 05:55 PM
this will be unbeatable end game. just do that auto draw form with BW LW and other unit... so bite, bw and wait.
BE SOOO BORING.
but very nice unit idea, how about it can only do 20 damage as a result of poison.
Kill the BW?
Then kill the Munch?
EDIT: Nevermind, I got it. Munch the last unit with the cornered Cleric, then as long as the Cleric lives with the two auto-block LWs next to it, the munched unit will die (assuming your opponent is Clericless).
Hmm.
Match Strike
12-22-2006, 06:51 PM
This unit may have to be tweaked, but 4 movement with a 2 turn recovery is balanced! you have plenty opportunity to kill the little bastard!\
But remember that this is an automatic kill unit, even if the effect is delayed. Auto-kill = super powerful.
Asianpride55
12-23-2006, 09:15 AM
This unit is far too powerful poisin touch that can kill units why not just stone it and bite everyone. And make a wall of shrubs.
this will be unbeatable end game. just do that auto draw form with BW LW and other unit... so bite, bw and wait.
BE SOOO BORING.
but very nice unit idea, how about it can only do 20 damage as a result of poison.
Yeah, but that's four units... to beat how many? (how many can the munch bite before it dies? two?)
That's no good.
deleryn
12-23-2006, 07:07 PM
Yeah, but that's four units... to beat how many? (how many can the munch bite before it dies? two?)
That's no good.
A smart player would keep his cleric alive. But even if the cleric died from, say, GA/Mudd + 2 scouts, that only leaves room for one Munch, the two wards, your own cleric, and another unit. They can't be defensive for a SG if you're going to rush the cleric, plus, the ranged units would get owned by knights. The player without the munch has only to keep his units defensive for a little while to minimize the losses due to the Munch and still has 8 units.
Attirition without an enemy cleric works, but it only works so well, you know? One cleric isn't going to stop somebody from killing everything.
P.S. Good unit! I like the controversy. Plus it's at least a little original. :bigsmile:
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