jonathantu
03-15-2007, 05:55 AM
Has this been proposed? How about a beast unit like a wolf, or something else that moves in packs, that is relatively low on health, armor/blocking and power but, if there are multiples of its kind on the board they can all move in one turn? They'd have to be less powerful individually than an assassin, but I think a four square range would be fair.
I'd envision these things as quick strike units. If you had two using the stats below, you'd have an attack that did 24 points from two different directions, and if you had three then you'd have 36 from four directions and so on and so forth. There might have to be a cap like the knights with a max of three, seeing as how 36 damage plus possible rage (see below) is already pretty damn impressive. It would introduce a whole new dynamic into TAO: accounting for a simultaneous attack would make for different movements in blocking off, defending, etc. If the wolves ranged too far they'd be very, very vulnerable to LW or dragon attacks, which makes sense as they should be used as flanking units.
If playtesting shows they wouldn't be that useful, perhaps they could rage once they reached 50% health, adding to their power. Here's just a suggestion:
Dire wolf
Power: 12
Health: 34
Blocking: 40% front, 20% side
Armor: 10%
Recovery: 1
Movement: 4
Range: 1
If one thing needed to be lowered, I'd say the four sqaure range should be reduced to three squares first.
Thoughts?
I'd envision these things as quick strike units. If you had two using the stats below, you'd have an attack that did 24 points from two different directions, and if you had three then you'd have 36 from four directions and so on and so forth. There might have to be a cap like the knights with a max of three, seeing as how 36 damage plus possible rage (see below) is already pretty damn impressive. It would introduce a whole new dynamic into TAO: accounting for a simultaneous attack would make for different movements in blocking off, defending, etc. If the wolves ranged too far they'd be very, very vulnerable to LW or dragon attacks, which makes sense as they should be used as flanking units.
If playtesting shows they wouldn't be that useful, perhaps they could rage once they reached 50% health, adding to their power. Here's just a suggestion:
Dire wolf
Power: 12
Health: 34
Blocking: 40% front, 20% side
Armor: 10%
Recovery: 1
Movement: 4
Range: 1
If one thing needed to be lowered, I'd say the four sqaure range should be reduced to three squares first.
Thoughts?