Crusader X
07-20-2007, 04:48 PM
Just started playing 3 days ago and became gold 2 days ago. I dont know much about all the standard formations(turtle,rush, anti-rush) so i dont know how they would be affected, but here it goes...
Name: Tar Golem
Attack: **
Movement: 5
Defense:**
Blocking:80% front, 40% sides
Life:25
Attack range:3
Turn recovery:4
The tar golem would move the same way as the mud golem(teleport by sinking into the ground). His attack would be in the same formation as the pyro. His attack would throw tar on the opponent(s) that would lower their movement to 2 spaces. The tar would last for 3 turns. But here is where the tar golem is the most useful...the tar that is on the enemy(or friendly) unit is flammable, that is, if a pyro, dsm or dragon attacked them, they would light on fire dealing 5 damage per turn. This means that you can deal a total of 10 damage. But, as the golem is also made of tar, this is bad for him too. A unit that casts fire(those listed above),whether friendly or enemy can light the golem on fire and the golem will take 3 points of damage per turn. All fires (on golem or other units) would be put out by a cleric's heal spell but the tar would remain for the whole 3turns.
Pro's:
1. The tar golem can slow down attacker significantly
2. The tar golem can provide a means of dealing extra damage during your crucial units' recovery time.
3. The tar golem has a long range for retreat.
Con's:
1. Very low life, easy 2 hit kill with magic
2. Long recovery time, this makes it so that you would not charge the golem straight into battle
3. No armor, again, easy to kill
4. If by accident, you light your own golem on fire, he can be killed the next turn
Please read carefully. Some things are complicated but it kinda works like a wisp without the focus. I dont mind criticism so go at it.
Name: Tar Golem
Attack: **
Movement: 5
Defense:**
Blocking:80% front, 40% sides
Life:25
Attack range:3
Turn recovery:4
The tar golem would move the same way as the mud golem(teleport by sinking into the ground). His attack would be in the same formation as the pyro. His attack would throw tar on the opponent(s) that would lower their movement to 2 spaces. The tar would last for 3 turns. But here is where the tar golem is the most useful...the tar that is on the enemy(or friendly) unit is flammable, that is, if a pyro, dsm or dragon attacked them, they would light on fire dealing 5 damage per turn. This means that you can deal a total of 10 damage. But, as the golem is also made of tar, this is bad for him too. A unit that casts fire(those listed above),whether friendly or enemy can light the golem on fire and the golem will take 3 points of damage per turn. All fires (on golem or other units) would be put out by a cleric's heal spell but the tar would remain for the whole 3turns.
Pro's:
1. The tar golem can slow down attacker significantly
2. The tar golem can provide a means of dealing extra damage during your crucial units' recovery time.
3. The tar golem has a long range for retreat.
Con's:
1. Very low life, easy 2 hit kill with magic
2. Long recovery time, this makes it so that you would not charge the golem straight into battle
3. No armor, again, easy to kill
4. If by accident, you light your own golem on fire, he can be killed the next turn
Please read carefully. Some things are complicated but it kinda works like a wisp without the focus. I dont mind criticism so go at it.