The Kraken
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These are creatures of ledgend, masters in their element they have no equal in the water. These beasts are incredibly smart and are often underestimated in battle, their body is almost all muscle and therefore are capable of doing immense damage to anything it decides to touch. They are a little slow and cumbersome on land but they still are a force to deal with.
Once an enemy decides to take on a kraken, make sure you have an escape route, for fear you may fall in to the entangling grasp of the kraken!
KRAKEN STATS
HP:65
POWER: 24 (blockable)
ARMOR: 0%
BLOCKING:0%
MOVEMENT:2
RANGE:2 (LOS)
RECOVERY:2
UNIT COST : 1
They are large creatures, rivaling the tyrants in body mass, but they are slow....they can be effectivly dealt with by scouts from a distance, but one must not become overconfident... it could be over in a SLAP!
Once again this unit has my favorite BIND* ability, so when a unit attacks the kraken (KNIGHT,ASSASSIN,BR, any mele unit that directly attacks the kraken within its 2 (los) range.
*bind* it is the ability to tangle up an attacking opponents weapon after he hits you, it lasts only the turn after the hit, basicaly your opponent hits you (now it is binded) the opponent cannot block, or move
It counts as one unit and is a real defensive force in a turtle, hide it behind some knights, or use it in this combo to deter a nasty mudd quake.
Use a Kraken, a DT and a LW to deter any Mudd Golem infiltrations!
No one would sacrifice a muddy infiltration when those 3 are around!
your mudd will die....especialy if your enemy wants to break stone....
This unit does not step aside for freindly units to pass
And it counts as 1 unit.
And takes up one tile on the board.


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