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gryph89
03-11-2008, 11:30 AM
Been awhile since I've been here.

*cracks fingers*

Amarok : A wolf-like hybrid, much like the Lycanthrope legends. Although, unlike those legends reigning back further, these have been legendary since Medieval times. (So don't pull that shit on me)

Description : This wolf, unlike most other wolf-like instincts. Hunts alone, without a pack. Running into this dark creature by yourself, it will bear its fangs and claws. And show true hunters terror.

HP : 60
Armor : 30 (see below)
Power : 30
Blocking : 0%
Movement : 3 spaces
Recovery : 2 turn for just movement / 3 turn wait for Attacking and Moving. Just outright Attacking will result in a 3 turn wait.
Attack Range : Similar to Knight

- Solo Hunter : The Amarok hunts alone. It is not affected by Barriers, or stoning. It cannot be healed. The Amarok is a solo unit. It's power is also reduced by 15 when attacking a unit previously attacked the turn before.

Answering two stupid replies :

"Overpowered : "

- It's exactly like a DT, give or take 1-3 points difference in damage. And exactly like killing a Stone mud-golem, except with one more wait time, seems quite balanced to me.

"Underpowered : "

- You can compare it slightly to a mobile Lightning Ward. If LW's are weak, you're an idiot.

Now, I know some people might (notice the italics) still think it's underpowered by the "It can't be healed" part, and ask why it can't be healed. Well, if you read it instead of glancing quickly at it, you'd understand that.

A-99
03-11-2008, 12:24 PM
So it has a 5 turn wait O.o. I like the unit though. It's a flipping tank, it can go in and do mass damage and take a beating while still survive. The only problem would be stoning it, and you removed that from the equation :)

gryph89
03-11-2008, 12:36 PM
I mis-used the hyphon in that. 3 turn recovery time max. But thanks . :)

Sacred Silence
03-11-2008, 01:04 PM
It's a great unit, only thing I think it should count as 2 units, due to the fact it's a huge power house. If it counted as 2 units you could change it so that it only heals 6 instead of 12. Also when you said it's not affected by stone, and bw, is that it or is it all focuses?

HierophantNexus
03-11-2008, 01:15 PM
Sorry but

It sure is a complicated unit.

gryph89
03-11-2008, 01:33 PM
It's a great unit, only thing I think it should count as 2 units, due to the fact it's a huge power house. If it counted as 2 units you could change it so that it only heals 6 instead of 12. Also when you said it's not affected by stone, and bw, is that it or is it all focuses?

It can be paralyzed. It just -can't- be stoned, Barriered, or healed.
The reason I made it unable to be healed. Is so It can stay as "One unit" and not count as two. With no blocking, and a 3 turn wait it's like beating the crap out of a Mud-Golem that is stoned, that's easy. Especially withoutbeing able to be healed, you're forced to attack units that you're either :

a- not focusing on
or
b - Keeping it back. But even then, without blocking, it can only attack once every 3 turns. Thus making it a very vulnerable piece.


Directed at Hiero, I don't really see how it is -that- complicated. Maybe I went a tad too far in explaining it. But it's quite simple to me.

- Its power is halved if it attacks a unit previously attacked by you. Knight hit scouts, Amarok hits scout with 15 power instead of 30.

Sacred Silence
03-11-2008, 01:38 PM
Alright that does make sense, but combined with a dragon and mud golem scouts are doomed.

gryph89
03-11-2008, 01:40 PM
Alright that does make sense, but combined with a dragon and mud golem scouts are doomed.

Hm, I do see your point. Well put along the lines of that. To be honest, since I've returned, I've seen the same forms, scouts upfront. So I thought up this unit. Brings a tad bit of formation change (not like it'd be made though lol) So I suppose it can count as 2.

Boreal
03-11-2008, 04:48 PM
First, you have to follow the proper rules for determining wait duration; you can't just make custom times for different combinations of actions. Aside from that, it seems nice. Obviously a great addition to a rush formation, but not so overpowered that it can clear out groups of enemy units.

- Solo Hunter : The Amarok hunts alone. It is not affected by Barriers, or stoning. It cannot be healed. The Amarok is a solo unit. It's power is also reduced by 15 when attacking a unit previously attacked the turn before.

This is the only part I am confused about. What determines if a unit was attacked the turn before? Can your opponent attack his own unit to avoid taking huge damage from the Amarok? Also, remember that healing counts as an attack dealing negative damage to all units. This needs clarification!

†Tao Veteran†
03-11-2008, 04:57 PM
Nicely thought out, gryph.

farcus
03-11-2008, 08:38 PM
It serves the same strategic purpose as a knight. We don't want all units to be the same except for... this one has more HP but less power or this or that.

booyaka619
03-11-2008, 09:20 PM
It is unique ;)

Uberownerizer
03-12-2008, 12:34 PM
A bit overpowered. Lower the damage. Wisps and scouts would become useless.