OGRE MAULER
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These civilized beasts live in the forrests, they claim it is their domain, they hate human encroachment into their territory and seem to have a NATURAL hatred for humans.They are a fierce bunch and can do more dammage to an aproaching enemy than a knight can in certain situations.
They can swing their crude battons with wild abandon not stopping until their opponent is left in a bloody heap, yes they are fierce, but seem to be a little bit slow when moving , that seems to sap their strength the most.
STATS
HP:44
POWER:19 (at a single adjacent tile)
ARMOR:18%
MOVEMENT:3
RECOVERY:1(FOR MOVING)(NO RECOVERY UPON ATTACKING)
BLOCKING:65%
TACTICS: It seems you can use the mauler in two ways:
#1 as a defensive threat, wait for your opponents to come to an adjacent tile, then swing away! (no recovery time)
#2 get right into the thick of things (beside opponents with turn recovery) and try to bludgeon your opponents into submision.
Here is a statistical breakdown of damage.
knight vs DT: knight aproaches dt and swings 68-18 now a 1 turn wait,attacks again-18 another 1 turn wait, attacks again -18another 1 turn wait.
So it takes 6 turns to deal 54 damage...with a 1 turn wait after.
Now with my ogre mauler
ogre mauler aproaches DT swings for 16 damage, now a 1 turn wait, ogre mauler swings for 16 damage (no wait) now ogre mauler swings again! (16) and again(16) with no wait for a TOTAL OF 64
So it takes 5 turns to deal 64 damage!
KNIGHT:54 in 6 turns
OGRE MAULER: 64 IN 5 TURNS
this is entirley hypothetical and does not factor in blocking, or the DT moving,
but for sheer acumulative damage the OM win's out by 10 attack points and has the ability to move3 spaces after that!
*edits in red*



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leans toward 4) but decided on 3











