pr0t0typ3
05-01-2004, 08:26 PM
Previous Ideas
Aura Harpooner (http://www.tacticsarena.com/forum/showthread.php?s=&threadid=7182)
Scholar (http://www.tacticsarena.com/forum/showthread.php?s=&threadid=7265)
Cliff Head Golem
Golem Spellcaster
Visualization: Another Golem, more beige than the others.
HP: 60
Power: -
Armour: -
Movement Range: 3
Recovery Time: 3
Attack Pattern:
Targets one unit up to 4 spaces away. Unblockable.
Special Abilities:
The attack raises a column of earth under a unit, setting the unit above the field. Because of their distance from the ground, non-teleporting units can not move. However, certain units can still attack. These will be:
-Pyromancer
-DMW
-DSM
-Cleric
-Wards
-Scout
When the Scout is raised, its range will increase to 8 squares, and attack power to 20.
Raised units can only be targeted by the same units as above. Raised units have halved armour (rounded up) and halved locking (rounded up)
The column crumbles after 3 turns, returning the unit to the ground and returns all stats to normal.
If the Golem targets a square without a unit, there is no effect.
Tactics:
Raise your Scout for the added bonuses.
Raise your own units to stall if the opponent has no units which can hit yours.
Raise enemy Knights, Assassins, Golems, etc. to render them useless and remove them as a threat.
There are definately some kinks in this, but any comments will be appreciated. I think i missed some stuff between when I thought of it and when I typed it up.
Aura Harpooner (http://www.tacticsarena.com/forum/showthread.php?s=&threadid=7182)
Scholar (http://www.tacticsarena.com/forum/showthread.php?s=&threadid=7265)
Cliff Head Golem
Golem Spellcaster
Visualization: Another Golem, more beige than the others.
HP: 60
Power: -
Armour: -
Movement Range: 3
Recovery Time: 3
Attack Pattern:
Targets one unit up to 4 spaces away. Unblockable.
Special Abilities:
The attack raises a column of earth under a unit, setting the unit above the field. Because of their distance from the ground, non-teleporting units can not move. However, certain units can still attack. These will be:
-Pyromancer
-DMW
-DSM
-Cleric
-Wards
-Scout
When the Scout is raised, its range will increase to 8 squares, and attack power to 20.
Raised units can only be targeted by the same units as above. Raised units have halved armour (rounded up) and halved locking (rounded up)
The column crumbles after 3 turns, returning the unit to the ground and returns all stats to normal.
If the Golem targets a square without a unit, there is no effect.
Tactics:
Raise your Scout for the added bonuses.
Raise your own units to stall if the opponent has no units which can hit yours.
Raise enemy Knights, Assassins, Golems, etc. to render them useless and remove them as a threat.
There are definately some kinks in this, but any comments will be appreciated. I think i missed some stuff between when I thought of it and when I typed it up.