PDA

View Full Version : Shrill!


bloodreign
03-10-2007, 03:29 AM
These bats are feared by many sending chills down the spines of even the most bravest warriors, these creatures are fast, obnoxious and if not tended to...... DEADLY!
http://i32.photobucket.com/albums/d34/realistromeo/batkills.jpg

SHRILL STATS
HP:38
POWER: 10 (UNBLOCKABLE UNREDUCEABLE)
ARMOR: 0%
BLOCKING:45%
MOVEMENT:4 not teleportation.
RECOVERY:1
RANGE:3 squares in a straight line

This creature is a great finisher of weak units, it has incredible range coupled with unparaleled speed, unlike the other unblockable attacks of other units this is NOT A SPELL! but in fact a shrieking sonic boom that bursts eardrums and horrifies its opponents....If there are 3 opponents in the path of the shriekers scream , the first one gets 10 damage, the second gets 8 damage and the 3rd gets 6 damage!

The unique thing about this unit is its ability to shriek through shrubs!, since shrubs have no eardrums this unit can shriek through shrubs!... very useful behind a shrub wall, you can slowly whittle down your opponent to nill health!

and yes it was based upon a previous bat unit. AKA > giant bat <

but hey this is a lil different.

13яєαк-12
03-10-2007, 03:31 AM
looks sick

bloodreign
03-10-2007, 03:37 AM
Sick as in .....

NASTY= FANTASTIC?

BAD=GOOD?

or just plain sickly?
it's supposed to look manegy

13яєαк-12
03-10-2007, 03:52 AM
how bout this it sounds good

Shadowkill
03-10-2007, 05:03 AM
Range 3 means a mud-quake range? Or a DT attack pattern? Dont understand, other than that, i like it. It ruins assasin bomb - thats great for me because i hate all the people who have assasin on field just for bombing my knights out! With this unit they wont be even able to say "Thats not fair!" and they will die!

scb
03-12-2007, 12:30 AM
It's lward range unless "Orthogonal" or some such thing is tacked on.

This is a weakened version of that "Chaos Worm" I just now glanced at... looks like you're rehashing old ideas. Btu this one's an underpowered muddy.

HierophantNexus
03-12-2007, 12:55 AM
scb with a recovery time of 1 and a blocking I beg to differ.

scb
03-12-2007, 01:01 AM
Oh, that's a difference... no movement wait. Nah, that isn't significant enough. The lack of movement wait almost perfectly balances the lack of teleport. it's quite close to the chaos worm and mud golem.

I deny you permission to differ.

HierophantNexus
03-12-2007, 03:47 AM
scb

If it can fly what would get in it's way? I think teleport is implied.

Woodland
03-12-2007, 08:37 AM
Guys guys guys...

The movement doesn't match it's attack pattern, hitting multiple units in a line such as a Witch, Pyro/DSM and Muddy should make this have more than a one turn wait after attackin'.

No wait after teleporting? That's a let down, if anything, it should have one wait turn after moving and 2 turns or 3 turns after attackin'.

scb
03-12-2007, 09:31 AM
Huh... I don't like stats being implied by the description. The description should just be flavor text, not part of the stat block. I'm not seeing any teleport until he puts it there.

I missed the multi-targetting, though. OK, it's unlike the chaos worm or mud golem.

The damage is like a close-range pyromancer... I think 1 wait is OK, since the rest of the unit is wimpy.

celdem2
03-13-2007, 04:56 PM
hm.. that's a nice unit :D that picture is a little um... weird... but it's still good! ;)

HierophantNexus
03-19-2007, 01:16 PM
Bats with more armor than knights? That's messed up. Drop the armor to 0 bats don't fly about clad in plate mail. Give the bats teleport like all flying units and raise the hit points. You can keep the damage. I like the cone efect 1 3 5

xxxxx
xxxxx
xxxxx

KBHoleN1
03-19-2007, 01:51 PM
I just have to point out, more things can block sound than eardrums. No shit shrubs don't have ear drums, but that doesn't mean sound passes right through them. I'm not saying the shrubs should block the sound, just that the reasoning for it is moronic.

Like scb said, it's a weakened mud golem. 1 wait doesn't make that big of a difference, and it doesn't get past the similarities to the mud. The only major difference is the shrub thing, which could be clarified some. I took the meaning as the shrubs neither affect or are affected by the sound, meaning they are not destroyed, and the attack is not weakened or blocked.

The unit seems pretty pointless, as it almost copies a SECONDARY attack of an existing unit. Plus, the description doesn't really fit the stats. As someone pointed out, why would the bat not teleport through (or rather fly over) other units. Logistically, shrubs WOULD affect the sound, unless the bat hovers and attacks over the shrubs.

Shadowkill
03-19-2007, 02:55 PM
I agree. If the sound is so strong that the units take damage from it, then the sound wave is strong enough to bring shrubs down.