Psycrow
02-17-2004, 03:46 AM
The berserker is powerful but very simple-minded.
Appearance? Some big ol' Ogre with a big ol' spiked mace :P I realize size is potentially a prob, though; it can't be *too* much taller than a Knight.
Here's the thing. The first time you select the Berserker to be used, you can pick a target *anywhere on the field* and have it target that unit. Then, no matter what, it will go after that unit and use up your turn to do so every time its turn recovery wears off.
HP: 76
Armor: 10 (dead in 4 Knight hits)
Blocking: 0%
Power: 34 (can kill a Knight in 2 hits; anything below an Enchantress in 1)
Recovery time: 3
Movement range: 3
Attack range: 1 square (only the 4 squares adjacent to the ogre)
You'll notice he's big and slow, but with lots of power. Given that a regular Pyro can do up to 15 to 5 units at once though (that's up to 65 total damage) and a Witch's power is only 10 less and affects 4 spaces instead of 1, it's not insane.
So what accounts for the insane HP, you ask? (The little armor it does have, btw, is compensation for no block ability. The ogre is too stupid to block :P) If it's so powerful, why doesn't have a Pyro or Witch's HP?
Because you can't control it after the first turn you use it, as stated above-- until either A) its target is destroyed or B) it becomes impossible to reach it (either the targeted unit or the ogre is blocked on all sides, and the ogre is as close to the unit as it can possibly get). Your enemy could figure out what unit it was going after and send units to block for it. Furgons would be especially useful in protecting the targeted unit and keeping the ogre busy.
So a clever enemy could use this knowledge to waste every 4th turn of yours. In addition, it's easy enough to force a Draw when the ogre is the last enemy unit standing. If the enemy can figure out what the Ogre's heading for in time (easier when fewer units are left), it can just lead the Ogre on a wild goose chase, keeping it busy the whole battle or even leading it through lightning wards or its enemy army.
That's why you have to be careful who you pick as your target with the Ogre. However, if the enemy is busy keeping your *ogre* busy, that's a plus for you too.
If it's getting led on a wild goose chase, you'll have to destroy the target with your other units or clear the path for it or block it with your own furgons or whatnot to regain control. Tactics Ogre, anyone? :P
(Okay okay, it could always be a Titan or Cyclops :P)
Oh. Also, it would suck if his attack was blocked. :P (And it likely will be, since it's going to take the most direct approach) It's going to have a hard time catching up with people too, considering that other units that slow usually have long-range attacks.
May actually need *more* stat boosts, with all these disadvantages. (like 44 power, so that it can kill anything Scout-level or below if its attack hits-- and that's a big if!)
Appearance? Some big ol' Ogre with a big ol' spiked mace :P I realize size is potentially a prob, though; it can't be *too* much taller than a Knight.
Here's the thing. The first time you select the Berserker to be used, you can pick a target *anywhere on the field* and have it target that unit. Then, no matter what, it will go after that unit and use up your turn to do so every time its turn recovery wears off.
HP: 76
Armor: 10 (dead in 4 Knight hits)
Blocking: 0%
Power: 34 (can kill a Knight in 2 hits; anything below an Enchantress in 1)
Recovery time: 3
Movement range: 3
Attack range: 1 square (only the 4 squares adjacent to the ogre)
You'll notice he's big and slow, but with lots of power. Given that a regular Pyro can do up to 15 to 5 units at once though (that's up to 65 total damage) and a Witch's power is only 10 less and affects 4 spaces instead of 1, it's not insane.
So what accounts for the insane HP, you ask? (The little armor it does have, btw, is compensation for no block ability. The ogre is too stupid to block :P) If it's so powerful, why doesn't have a Pyro or Witch's HP?
Because you can't control it after the first turn you use it, as stated above-- until either A) its target is destroyed or B) it becomes impossible to reach it (either the targeted unit or the ogre is blocked on all sides, and the ogre is as close to the unit as it can possibly get). Your enemy could figure out what unit it was going after and send units to block for it. Furgons would be especially useful in protecting the targeted unit and keeping the ogre busy.
So a clever enemy could use this knowledge to waste every 4th turn of yours. In addition, it's easy enough to force a Draw when the ogre is the last enemy unit standing. If the enemy can figure out what the Ogre's heading for in time (easier when fewer units are left), it can just lead the Ogre on a wild goose chase, keeping it busy the whole battle or even leading it through lightning wards or its enemy army.
That's why you have to be careful who you pick as your target with the Ogre. However, if the enemy is busy keeping your *ogre* busy, that's a plus for you too.
If it's getting led on a wild goose chase, you'll have to destroy the target with your other units or clear the path for it or block it with your own furgons or whatnot to regain control. Tactics Ogre, anyone? :P
(Okay okay, it could always be a Titan or Cyclops :P)
Oh. Also, it would suck if his attack was blocked. :P (And it likely will be, since it's going to take the most direct approach) It's going to have a hard time catching up with people too, considering that other units that slow usually have long-range attacks.
May actually need *more* stat boosts, with all these disadvantages. (like 44 power, so that it can kill anything Scout-level or below if its attack hits-- and that's a big if!)