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enderandrew
03-29-2004, 12:02 AM
How's this for a concept? It's something different, and adds a new tactic to the game while retaining balance. The attack is formidable, but not overly balanced. The unit lacks the ability to block, or to attack an unit directly in it's face. Spellcasters can hit up to 5 units at a full 18 damage, while this unit only hits with half damage to the area around it's main target. Recovery time is also a factor as the unit 'cooks' it's next flaming oil before tossing it.

Grenadier

Grenadiers provide an excellent secondary form of attack for human forces. They are mobile and lethal.

While not as large or fearsome in appearance as a Knight, or a Golem, Grenadiers command an equal dose of fear and respect on the battlefield.

Staistics

Hit Points : 35 Movement Range : 4
Power : 18 Recovery Time : 3
Armor : 15%

Attack Pattern :
Flaming oil hits a 5-square cross shaped tile exactly 3 tiles away. See below.
The attack is unblockable.

Special Abilities :
Grenadiers throw a cask of flaming oil three tiles infront of themselves. This is as far as they can throw, and any closer risks injuring themselves or targets infront of them. They do not require exact LOS as they can rely of "splash" effect, or "spray and pray". The targeted square receives the full 18 points of damage, while the four adjacent squares receive half damage.

Tactics

Grenadiers are best positioned immediately behind the front-line of attack. A knight or other front-line force with a grenadier immediately behind packs a powerful one-two punch. The two attacks in combo can level spellcasters, and signifigantly weaken more powerful forces.

Not to mention, by placing a grenadier immediately behind the knight, you protect the one area where a knight is vulnerable to attack.

Gerrard
03-29-2004, 10:55 PM
i like this but i would like to see it be able to hit itself like pyro. often, you need that versatility to take out an enemy, even if it costs a few HP from your knight. if you dont change that, perhaps a larger movement, perhaps 5, so that he could position himself better.

enderandrew
03-29-2004, 11:01 PM
Other friendly units could be damaged, but I wanted to limit the unit a little. By saying it can only hit exactly 3 squares away or whatever, it limits the unit as opposed to the scouts versatility.

plusminus
03-30-2004, 10:09 AM
Interesting. Giving him a fixed range gives people new tactics on avoiding his attacks. Seems fairly balanced.

I take it he can't attack off-feild, so that if he's near the edge of the arena he couldn't attack in that direction?

enderandrew
03-30-2004, 05:26 PM
That's what I was thinking. As far as I know you can't fire off field with magic or a scout to hit a target on the field.

tabula rasa
03-30-2004, 07:57 PM
a mixture between scout (its stats) and pyro (attack) ehhhhhh. could use some work

I GIVE THIS A 6/10