PDA

View Full Version : creatore of darkness and shadow


sproose moose
04-05-2004, 03:16 AM
now that i got your attention with the name i will show you the real unit

Black Orcs (is an actually monster)

Hp: 48
Armour: 24
Blocking: 50% (more below)
Power: 20 (un-block able maybe because it is so strong)
Recovery: 2 turns
Movement Range: 3 tiles
Attack Range: 1 space

Background:

They at first made their way though normal Orc guilds but when they came to full age they separated form normal Orcs races making trouble i.e. killing, robbery. They were found out to be different (Black Orcs) and expelled from the guilds of normal Orcs. Furious and disgusted, they were banished from the land of Orcs. Angry and desperate, they sought revenge, finally making a deal with the dark magic witches to get revenge on the Orcs who banished them into the dark mountains and caves. Their race became strong, smart and fast also they gained the help of goblin healers and spell casters to help them achieve their goal of Orc destrution they also cuptruted socuts to help them. The Orcs became terrified of these Black Orcs, some times sucking up to this beasts.

NOW:

Black Orcs are biggest and strongest of the green skins. Their skin is much darker than that of Orcs, Goblins and Hobgoblins. Black Orcs tend to be better armed than other Orcs so they wear heavy armour and carry around larger weapons. Black Orcs are more intelligent, they are often seen to be leading the Orc tribes. Black Orcs tend to be much better organized and when fighting a tribe does not succumb to petty squabbles. Other Orcs tend not to squabble when Black Orcs are around because they don't want to be picked on by their bigger cousins.

Special

+_ Passively gains +4 damage ONLY from from dark magic witches when they are on the same field.
+_ The black Orc deals 15% more damage against humans but specifically deals 30% more damage to Knights and Asians because they are great enemies, while taking 20% more damage from spell casters (Dark Magic Witch and Pyromancers/DSM) scene the orcs are not adapted to magic I thought it best it takes more damage from spell casters.
+_It deals the normal amount of damage to golems and beasts
+_There attck is un-block able
+_The dark magic witches can not hurt the Black orc and the Black orc can not hurt by the dark magic witches unless they are the last two units
+_ supples scout/s with armour priecing arrowrs lasting for 9 turns this can only be used twice in the game.
+_ At the strat of the game you are able to transfer 10 blocking to any unit (mabye not knights) on the field i.e. give 10 blocking to a pryomancer it goes to 40% blocking.

If you think this bit (above) is over powered of course I will change it to suit what is best. I realy think that the armour piecing arrows and the blocking change would add alot of tacticts to the game.

Visually

The black Orc would look like an even more muscular Orc (with black skin though). With rusty-looking armor wielding a heavy sword with a glowing blade (form lord of the rings) held in his right hand. At the start of the match the the Black Orc will give out a loud war screech followed by drumming indicating that the black Orcs attack has been raised by the dark magic witches. (The drumming I got from war hammer).

Additional information

The dragons and mud golems DO NOT count as magic for this unit, firstly because a dragon tyrant would do 38 I think and a mud golem would roughly do 28 damage two of them could kill this unit easy. And secondly in reality they are not magical one just punches, the other is firey breath. The armour piecing arrowrs do what they sound like peice armour. they stile do the same amount as a normal arrow 18 damage but excludeing armour

Tactics for this unit

The tactics for this unit are to use it defensively perhaps like a knight protecting a cleric or you could keep the knights back and charge this in the power and the goblins help (if you read my other post you will remember that they give damage bonus or a health bonus) will keep you protected.

Please

Tell me if this is an old old unit I do not think it is but tell me I like this unit and it is the best I have made. DO NOT call me a whore or I suck I this is a good unit so some one has thought of it. Though I would like constructive quotes i.e. it is good but it has way too high health. Something like that but I’m not saying the health is to high.

if you think it is a power house just think every person has one so when you are in a game you both have one

EDIT: i have change the edit instead of a goblin giving the Orc a 4+ damage bonus i think it would be better if the unit got its power from a DMW that would make way more sence because in the stroy i made it so they made a deal with the DMWs. i have also change it so that the Orc is able to give away 10 blocking to a unit.

Duffman
04-05-2004, 04:20 AM
hmmmm i dunno. It's a powerhouse. Possibility of doing 31 unblockable damage to knights and assassins 27 to all other human units and 24 to all others (ignoring armour).

I do like how it is more effective on warriors and speel casters are more effective on it though. I think that adds more strategy.

On looking at the unit again (just then) it's not all that bad. while initally weaker then a knight but with the same HP. The unit can be used to be more effective then a knight and can also be used to be less effective ie trying to use it to hit a knight vs trying to hit a dragon. Only think i'm not to sure about is if it being an unblockable attack is a good idea.\

EDIT - Actually if you wanted to make the unit more susceptable to magic rather then melee is to up the armour but lower the HP...

sproose moose
04-05-2004, 04:35 AM
thanks duff man i like you. You all ways make sence and you do not make fun of people

Office_Shredder
04-05-2004, 05:03 AM
EDIT - Actually if you wanted to make the unit more susceptable to magic rather then melee is to up the armour but lower the HP...

That doesn't work...... you mean to up the blocking;)

sproose moose
04-05-2004, 06:27 PM
opps