View Full Version : Samurai(the name can change...)
BlackSyphon
02-24-2004, 05:22 PM
Samurai
The Samurai was a legendary and fierce warrior, but his beliefs were cast away once the era of the Knights began. But now he has returned in battle more powerful than before, although not the most powerful in strength he has a great tactical advantage.
Attack:20
Defense:20
Movement:4
Blocking:70%
Health:40
*Wait:2 turns
Attack pattern-....................0 X 0
.........................................X S X
.........................................0 X 0
0= Attack Target, this is not optional, you are going to hit all spaces.
X=Un-targetable spaces
S=Samurai
Kind of like an assasin yet can penetrate diagonal walls(common strategy) And is armored for that is kinda what I picture. It differs from an assasin because it only moves 3 (four isn't too bad is it?)spaces, if it was four I would remove teleportation. Blocking is important in this and I need comments as well as on the teleportation.(you never know, some mystical blessing or something...
Thank you for your feedback, if there is any clarifying necissary, plz notify me on this thread. TY
plusminus
02-24-2004, 06:16 PM
Samurai would not teleport! That move is without honor! You must now commit seppuku!
...erm, yeah, the unit's not bad. His power is balanced by the fact he can't hit a unit directly in front of him.
Serge
02-24-2004, 06:50 PM
Because of the attack pattern he could hit an opponent in the back with a 3 movement range and no teleport when he was face to face with said opponent.
BlackSyphon
02-24-2004, 06:54 PM
well thanks, anything else people want to add, I think attacking diagonal is great, I mean other than archers and pyros, nothing else can do it... unless they actually make the Templar (http://www.tacticsarena.com/forum/showthread.php?s=&threadid=4481)
I find this to be great, I am thinking about increasing the power tho because usually when you attack something diagonally, it can hit your back no matter which way you turn, this is effective for hitting the cleric through other units...
BlackSyphon
02-24-2004, 06:59 PM
oh and serge, you have a point, so the attck goes both ways, I think this is a great unit.:cool: The LW will do 24 to it bringing it down to 16, and that seems fair. Having the health of an archer, I am also saying no teleportation will be included... An should this step aside?
Oh and plz see Templar (http://www.tacticsarena.com/forum/showthread.php?s=&threadid=4481)
It is another balanced unit.
moosey2
02-24-2004, 07:02 PM
its wierd to me but well yeah thats all i got to say
BlackSyphon
02-24-2004, 07:47 PM
Why is it wierd, it works, I can find plenty of ways to use it... it is balanced with the attack and how nothing infront of it can be targeted, I can already tell this will be a basis for a slanted or straight wall. It has blocking, armour and some hp...
a good melee unit as far as I am concerned
moosey2
02-24-2004, 08:10 PM
the attack radius is unique is all im saying :D
plusminus
02-24-2004, 08:45 PM
This unit should step aside I think; there's no reason for it not too. And in case my last post wasn't clear, I think teleportation is a bad idea here; it would be too powerful.
Visually speaking I can imagine this unit looking really cool... he carries two swords, and when he attacks he thrusts them out to the sides in front of him, then sweeps them back to the corners behind him...
I would be tempted to say give him even a bit more blocking... as already stated, if he hits a knight from the back, that knight can then hit him from the back next turn, unless he's around other units. So high blocking would make strategies with him really interesting.
Tequila_Budgie
02-24-2004, 08:56 PM
another completely unoriginal assasin ripoff
*clap clap*
bravo
moosey2
02-24-2004, 09:10 PM
wow your a bigger ass than i am congrats man
BlackSyphon
02-24-2004, 09:26 PM
Plus minus, I agree, in my last post I took off teleportation, with three squares it make little difference anyways.. on and bird boy, if I can speak nicely so can you, I am not here to copy an assasin, you have over looked many points in the strategy of this unit. Plz, be more considerate and think about what you said, I feel you should analyze more carefully...
Plus minus, about blocking, if it was any higher it would be unfair, besides, it is only smart to cmbine him with another blocker, BTW 35% from the side is still fromibable(assasins can get annoying if you know what I mean)...
:) :) :) :)
BlackSyphon
02-24-2004, 10:48 PM
People, would you mind telling me a good recovery time, it seems that if it had to wait more than one it wouldn't be used inside enemy lines because countering is too easy... What is you opinion, keep in mind that nearly all melee units are 1 turn recoveries...
:rolleyes:
THX
Lord Wevilspore
02-24-2004, 10:57 PM
What is it with people trying to mix 2 separate distinct cultures together in one game?
Samurai - Oriental Knight
Ninja - Oriental Assassin
Next thing I know there will be:
Mika / Hoshi - Oriental Priest / Priestess (Refer to Subtitled Episodes of Inuyasha)
There is a name for the Oriental Mage too, but it eludes me at the moment. (I think it started with a 'W'.)
Come on people. It's bad enough people want to mix all the European cultures together. Do we really need to bring in stuff from halfway around the world?
I can see it now.
Aboriginee
Power - 100
Range - 10
Area of Effect - 1 (For Balance :rolleyes: )
Hit Points - 60
Armor - 69
Block - 169
Move - 6
Recovery - 1
Can hit every unit on the board 6 times with its boomerang. Then heals all allies to their starting hit points by entering the Dream Time.
plusminus
02-25-2004, 02:20 PM
Originally posted by Lord Wevilspore
What is it with people trying to mix 2 separate distinct cultures together in one game?
1) This is a fictional game, set in a fictional realm. Of course we know that Knights and Clerics are not the same culture as Samurai and Ninja. Does it really matter? Besides, the Enchantress and the Beast Rider aren't really European, and Golems come from another mythology altogether.
Besides, what's most important is the unit's stats and abilities. If the powers that be here on TAO decide they like the idea of a unit, but don't want it to include oriental culture or whatnot, it's not so hard to come up with other looks for the same character. Off the top of my head I can think of an elf-like character with two daggers, a four-armed warrior, or a crab-like creature with four pincers, each of which could do the same thing as the unit proposed here.
Lots of RPGs mix elements from different cultures and time periods. It's obviously not historically or culturally accurate, but who ever said accuracy was what they were going for?
2) Your unit sucks. Way too overpowered. ;)
BlackSyphon
02-25-2004, 04:14 PM
If it is over pwered, wh didn't mentiont that is the previous post, what is over powered about it? It might help to know that... And when you think about it, this unit can only attack the front or back, not the sides, it is all or nothing for him. If armor needs to be changed tell me, maybe 15-18. Anyways, I need details what is overpowered?
I mean all u have to do is put a unit of your's in the front diagonal and the Samurai cant attack that side at all....
thx
:) :) :) :)
plusminus
02-25-2004, 04:33 PM
I meant Lord Wevilspore's Aboriginee unit was too overpowered. Which I'm sure was the point. You know, a joke?
BlackSyphon
02-25-2004, 04:37 PM
Oh I see, I am happy you knew he was being sarcastic...
Have you thought of a recovery time?
Anyone?
Thanks to this unit things in the corner aren't that safe any more...
;)
plusminus
02-25-2004, 05:20 PM
I would say, 2 recovery and 4 movement is fair.
If he had only 1 recovery, he could very easily overpower knights and things that attack him first. (1st turn, move into position and don't attack; 2nd turn, attack, move back into safety).
But OTOH, 2 recovery and 3 movement is too weak.
Cherrycoke
02-25-2004, 05:43 PM
this idea reminds me of the ninja idea but better :D
BlackSyphon
02-25-2004, 06:59 PM
Alright, the movement will be edited to four and the wait will be 2 turns, 1 for attacking or 1 for just moving. That is correct according to TAO (I hope). Check I will have made changes, I thank you plus minus for you participation in this forum.
I need opinions, should TAO pay attention to this, would it be worth their time to make this?
:rolleyes: :) :rolleyes: :)
Thanx
moosey2
02-25-2004, 07:00 PM
hell no
***edit***
If any unit from here is going to be created its the ent then probally the light magic witch.
BlackSyphon
02-25-2004, 07:13 PM
Gee thx moosey, anyways, Plus Minus, I like your ideas for the art of this unit, double swords and shiny armor with a pointed helmet....
I know the Ents (http://www.tacticsarena.com/forum/showthread.php?s=&threadid=3107) will be a hit but this is just as good as any light magic witch, I personally like the deamon summoner the best.
;) ;) ;) ;)
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