Thaago
07-06-2004, 12:54 PM
This is kinda long, but i think its worth reading...
Imps (formerly Demonlings... stupid name....)
Hit Points: 20
Power: 12 (unblockable, fire type)
Armor: 10%
Blocking: 40% (20% sides)
Movement Range: 4
Attack Range: 2 (Straight line, needs LOS)
Recovery Time: 1
Special: Teleports (Flies)
Counts as 1/2 a unit (put 2 on the field for the price of one)
Cannot be healed
The Imps are the basic minions of hell, being dumb, nasty, and weak. They serve to pad out the lines, doing little bits of damage that eventually adds up. While these units are good at penetrating enemy lines and going after already hurt spellcasters, knights will hardly even feel the flames. They can be killed by a single knight hit or dragon flame or dark magic witch. As with all demons (hellspawn, whatever...) they do not respond to good magic, and cannot be healed. They have a deep disdain for others and do not get out of there way (you cannot move a unit through them). Because of there low hit points and low blocking, they can be easily picked off by scouts. To counter the fact that these units are very very weak is the fact that they can be controlled without difficulty; 2 of them can be employed for the price of one.
Used in combat as hit and run creatures on spellcasters, or as backup for larger units.
Possessed Knight (formerly Demon Shocktroop)
Hit Points: 50
Power: 22+6 (special properties- see description)
Armor: 25%
Blocking: 70% (35% sides)
Movement Range: 3
Attack Range:1 (like a knight)
Recovery Time: 1
Special: The attack of the Possessed Knight is part sword-slash, part fire. The sword slash(22 power) is blockable while the fire(6 power) is not.
Cannot be healed.
Another demon unit, the Possessed Knight is a knight whose soul went to hell and was then brought back to the world with demonic powers. They serve as front line fighters, willing to throw themselves at enemies, destroying all in there path. With there high armor and blocking, high hit points, impressive damage, and quick recovery time they are among the strongest units on the field. The only weakness of the Possessed Knight is that they are demonic, so cannot be healed by good magic.
Because of their lower blocking and inability to be healed, Possessed Knights tend to be killed when fighting one on one with a knight (it still takes 3 hits to kill the knight). If paired with backup (say some Imps) to do damage when the Possessed Knight is resting, the Possessed Knight is even more impressive.
Demon Stalker
Hit Points: 30
Power: 24 (blockable)
Armor: 8%
Blocking: 90%
Movement Range: 4
Attack Range: 2 (needs LOS)
Recovery Time: 2
Special: The secondary attack of the Demon Stalker (you know what i mean, like a mud golems mudslide) is not an attack at all- instead the stalker literally phases out, making it impossible to hit except by magical attacks.
Cannot be healed.
These are more natives of hell, employed by Demon Lords to spy on others and assasinate members of different underworld clans. With their uncanny dodging abilities and tendrils like liquid steel, these demons have incredibly good blocking. The same tendrils have reach, enabling them to strike there victims from a small distance. *The tendrils can be blocked by physical obstacles, so LOS is required* Because of their stealthy nature, they have trained themselves to quench there inner fires, enabling them to blend into the background, but stealing away there fire attacks.
Demon Stalkers are weak in armor and hit points, but with incredible frontal blocking they are hard to pick off from afar. Once sorrounded they are easy prey, especially with there high recovery times, but the ability to phase means that once in an enemy camp, they can bide there time, waiting until they can strike and kill the cleric.
In open warfare they are incredibly useful, especially with backup to protect their vulnerable back and sides.
This unit is the natural next step in teh demon kingdom- from raw power to stealth. Unfortunatly you actually have to think to make these units useful- you cant just throw them into battle, or they will be slaugtered. To block them also requires strategy- you must set up potential ambushes before the attack comes, or have your healer destroyed. I think these units would add a great deal of strategy to the game.
Demon Lord
Hit Points: 74
Power: 30 (unblockable) or Special (see description)
Armor: 25%
Blocking: 70% (35% from sides)
Movement Range: 4
Attack Range: 3 (Does NOT need LOS)
Recovery Time: 4
Special: The secondary attack of the Demon Lord is like that of a mud golem, only much more devastating. It causes a wave of heat and flame emanating from it, doing 25 damage to all units within 1 square, 20 to those 2 squares away, and 15 to those 3 aquares away.
Counts as 2 units.
Does not move aside for other units.
Cannot be healed.
The Demon Lord is the most powerful of all demons, commanding fear from all other demons. They hold a disdain for other beings, finding them weker than they(they dont move aside). They are physically incredibly strong, but rely on there hellish fire magic abilities far more than strength. Smart and cunning, they lure enemies into there range and blast them with lava.
The primary attack of the demon lord is similar to that of a lightning ward, calling from hell a columb of fire and lava, burning the target. This does not require LOS. The Secondary attack sends out waves of intense heat and flame, damaging everything in range.
The Demon Lord resembles a Balrog (ya i know its corny but can you think of a better demon image?) with wings on its back. It cannot fly as fast as a dragon though, instead it skims the ground (high movement but no teleportation). Its skin is composed of rock and flame, giving it the same armor as a steel clad knight. They block by pulling the sheets of rock across their body together, creating an impenatrable layer, which arrows and swords cannot penatrate. They cannot see behind themselves, so can't block things from back there.
This unit is powerful, but also has a very slow recovery time, and cannot be healed. In combat it would rely on other units to protect its flanks, to stop itself from being boxed in by knights. This units high blocking, good armor, and incredible hit points allow it to take extreme punishment before going down, but if boxed in it is easy prey. Also if held still the unit acts like a better lightning ward, with only a 2 turn recovery when not moving.
Ok, those are my demon units, tell me what you think. These units represent what to me is an entirely different style of gameplay- fast paced, but not so overpowering that old units would be obsolete
Imps (formerly Demonlings... stupid name....)
Hit Points: 20
Power: 12 (unblockable, fire type)
Armor: 10%
Blocking: 40% (20% sides)
Movement Range: 4
Attack Range: 2 (Straight line, needs LOS)
Recovery Time: 1
Special: Teleports (Flies)
Counts as 1/2 a unit (put 2 on the field for the price of one)
Cannot be healed
The Imps are the basic minions of hell, being dumb, nasty, and weak. They serve to pad out the lines, doing little bits of damage that eventually adds up. While these units are good at penetrating enemy lines and going after already hurt spellcasters, knights will hardly even feel the flames. They can be killed by a single knight hit or dragon flame or dark magic witch. As with all demons (hellspawn, whatever...) they do not respond to good magic, and cannot be healed. They have a deep disdain for others and do not get out of there way (you cannot move a unit through them). Because of there low hit points and low blocking, they can be easily picked off by scouts. To counter the fact that these units are very very weak is the fact that they can be controlled without difficulty; 2 of them can be employed for the price of one.
Used in combat as hit and run creatures on spellcasters, or as backup for larger units.
Possessed Knight (formerly Demon Shocktroop)
Hit Points: 50
Power: 22+6 (special properties- see description)
Armor: 25%
Blocking: 70% (35% sides)
Movement Range: 3
Attack Range:1 (like a knight)
Recovery Time: 1
Special: The attack of the Possessed Knight is part sword-slash, part fire. The sword slash(22 power) is blockable while the fire(6 power) is not.
Cannot be healed.
Another demon unit, the Possessed Knight is a knight whose soul went to hell and was then brought back to the world with demonic powers. They serve as front line fighters, willing to throw themselves at enemies, destroying all in there path. With there high armor and blocking, high hit points, impressive damage, and quick recovery time they are among the strongest units on the field. The only weakness of the Possessed Knight is that they are demonic, so cannot be healed by good magic.
Because of their lower blocking and inability to be healed, Possessed Knights tend to be killed when fighting one on one with a knight (it still takes 3 hits to kill the knight). If paired with backup (say some Imps) to do damage when the Possessed Knight is resting, the Possessed Knight is even more impressive.
Demon Stalker
Hit Points: 30
Power: 24 (blockable)
Armor: 8%
Blocking: 90%
Movement Range: 4
Attack Range: 2 (needs LOS)
Recovery Time: 2
Special: The secondary attack of the Demon Stalker (you know what i mean, like a mud golems mudslide) is not an attack at all- instead the stalker literally phases out, making it impossible to hit except by magical attacks.
Cannot be healed.
These are more natives of hell, employed by Demon Lords to spy on others and assasinate members of different underworld clans. With their uncanny dodging abilities and tendrils like liquid steel, these demons have incredibly good blocking. The same tendrils have reach, enabling them to strike there victims from a small distance. *The tendrils can be blocked by physical obstacles, so LOS is required* Because of their stealthy nature, they have trained themselves to quench there inner fires, enabling them to blend into the background, but stealing away there fire attacks.
Demon Stalkers are weak in armor and hit points, but with incredible frontal blocking they are hard to pick off from afar. Once sorrounded they are easy prey, especially with there high recovery times, but the ability to phase means that once in an enemy camp, they can bide there time, waiting until they can strike and kill the cleric.
In open warfare they are incredibly useful, especially with backup to protect their vulnerable back and sides.
This unit is the natural next step in teh demon kingdom- from raw power to stealth. Unfortunatly you actually have to think to make these units useful- you cant just throw them into battle, or they will be slaugtered. To block them also requires strategy- you must set up potential ambushes before the attack comes, or have your healer destroyed. I think these units would add a great deal of strategy to the game.
Demon Lord
Hit Points: 74
Power: 30 (unblockable) or Special (see description)
Armor: 25%
Blocking: 70% (35% from sides)
Movement Range: 4
Attack Range: 3 (Does NOT need LOS)
Recovery Time: 4
Special: The secondary attack of the Demon Lord is like that of a mud golem, only much more devastating. It causes a wave of heat and flame emanating from it, doing 25 damage to all units within 1 square, 20 to those 2 squares away, and 15 to those 3 aquares away.
Counts as 2 units.
Does not move aside for other units.
Cannot be healed.
The Demon Lord is the most powerful of all demons, commanding fear from all other demons. They hold a disdain for other beings, finding them weker than they(they dont move aside). They are physically incredibly strong, but rely on there hellish fire magic abilities far more than strength. Smart and cunning, they lure enemies into there range and blast them with lava.
The primary attack of the demon lord is similar to that of a lightning ward, calling from hell a columb of fire and lava, burning the target. This does not require LOS. The Secondary attack sends out waves of intense heat and flame, damaging everything in range.
The Demon Lord resembles a Balrog (ya i know its corny but can you think of a better demon image?) with wings on its back. It cannot fly as fast as a dragon though, instead it skims the ground (high movement but no teleportation). Its skin is composed of rock and flame, giving it the same armor as a steel clad knight. They block by pulling the sheets of rock across their body together, creating an impenatrable layer, which arrows and swords cannot penatrate. They cannot see behind themselves, so can't block things from back there.
This unit is powerful, but also has a very slow recovery time, and cannot be healed. In combat it would rely on other units to protect its flanks, to stop itself from being boxed in by knights. This units high blocking, good armor, and incredible hit points allow it to take extreme punishment before going down, but if boxed in it is easy prey. Also if held still the unit acts like a better lightning ward, with only a 2 turn recovery when not moving.
Ok, those are my demon units, tell me what you think. These units represent what to me is an entirely different style of gameplay- fast paced, but not so overpowering that old units would be obsolete