bloodreign
01-05-2007, 07:33 PM
This unit is basicaly an angelic type unit that floats in the air, this creature was brought onto the tao battlefield to even the odds during a match.
It's sole purpose is to protect and to exact justice....maintaining balance upon the battlefield.
http://i32.photobucket.com/albums/d34/realistromeo/harbinger2.jpg
It's kinda a wierd unit at the moment but i think it has promise...
HARBINGER STATS:
HP:36
POWER: (WHATEVER OPPONENT USED)
ARMOR:8%
BLOCKING:20%
MOVEMENT:4 (FLOATS)
RECOVERY:1
This unit basicaly uses whatever power of attack the opponent SUCCESFULY LANDED on an allied unit... the harbinger can only use the same power of attack the turn directly after your opponent attacked! so if an opponent decided to hit your knight with another knight she could return the favor of a knight hit to any of the opponents units that are within range (unblockable)
So her max range would be 4 move +2 range of attack (this means she can hit a unit 2 spaces away like a BR but also one on the diagonal!
Truly a superb tactical unit! but her HP are weak so much so she is open to attack by scouts especialy.
Deadly in a turtle behind a wall of knights, deadly if you rush with her and an opponent decides to smush her with a DT SHOT OR A LW BOLT! she could probably reach a tender cleric or a weakened scout before she died!
OVERPOWERED?
UNDERPOWERED?
TOO ABSTRACT?
should her attacks be unblockable and blockable depending on the attack the enemy previously used?
i think the sound effect for her attack should sound like the LW or the digis opening .
It's sole purpose is to protect and to exact justice....maintaining balance upon the battlefield.
http://i32.photobucket.com/albums/d34/realistromeo/harbinger2.jpg
It's kinda a wierd unit at the moment but i think it has promise...
HARBINGER STATS:
HP:36
POWER: (WHATEVER OPPONENT USED)
ARMOR:8%
BLOCKING:20%
MOVEMENT:4 (FLOATS)
RECOVERY:1
This unit basicaly uses whatever power of attack the opponent SUCCESFULY LANDED on an allied unit... the harbinger can only use the same power of attack the turn directly after your opponent attacked! so if an opponent decided to hit your knight with another knight she could return the favor of a knight hit to any of the opponents units that are within range (unblockable)
So her max range would be 4 move +2 range of attack (this means she can hit a unit 2 spaces away like a BR but also one on the diagonal!
Truly a superb tactical unit! but her HP are weak so much so she is open to attack by scouts especialy.
Deadly in a turtle behind a wall of knights, deadly if you rush with her and an opponent decides to smush her with a DT SHOT OR A LW BOLT! she could probably reach a tender cleric or a weakened scout before she died!
OVERPOWERED?
UNDERPOWERED?
TOO ABSTRACT?
should her attacks be unblockable and blockable depending on the attack the enemy previously used?
i think the sound effect for her attack should sound like the LW or the digis opening .