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Old 11-25-2003, 04:53 PM   #1
phyrus
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Runemaster, Sapper, Engineer/Crystalist

Two unit ideas I had were:
Runemaster- Caster type
Armor --
Hit points 22
Movement 3
Blocking 30% frontal, 15% sides
Downtime +3
Power-allows you to surround a single target 4 spaces away with magical runes that absorb incoming damage (maybe 15 or 20 hitpoints). To limit this they would of course need to maintain focus, but the target may move and/or perform actions as normal without droping the runes. This unit would be a good combination between the guardian ward and the armor bonus golem. The runes would basically work as extra hitpoints and would be effected by melee, ranged, and magical attacks against the target.
OR
Power-allows you to surround a single target with a damage sheild. This sheild would add maybe 10 armor and do 10 damage to any unit attacking the rune covered target via melee damage. Would require focus of the runemaster and maybe a max castable range of 3 spaces.

Sapper
This unit could appear to be a lesser monster (goblin, orc, ect)
Armor --
Hitpoints 1
Movement 5
Downtime -none
No Blocking skills
Power-With a keg of blackpowder straped on his back, this lil guy pays the ultimate price. He can either run up to a collection of enemy units and detonate himself, causing blast damage (28dmg) in the 8 spaces (doughnut) surrounding him, or he can attack a single non-moveable unit (wards, ect.) and focus his blast to destroy it in a single shot by digging under it or arranging the charge strategically(well...for a goblin anyway). The limiting factor of this unit is his lack of armor/hitpoints/and the fact that it is carrying a volitile keg of explosives. If it is attacked by ranged/melee/magic the keg will explode as if he had detonated it himself. A great tool if used correctly, a horrible mistake if not.

Engineer or Crystalist
Support unit
Human look, maybe some kinda tool in one hand and a backpack on his back, maybe bald with a beard.
Armor 8
Power 10 single target attack one space away (like Knight)
Hitpoints 20
Movement 3
Downtime +1 for post-breakdown, +2 for post-setup
Blocking 35% frontal and sides
Power-this unit could deconstruct friendly wards/non-mobile units and move them to a different space. If this unit is destroyed while in possession of a broke-down ward, both the (engineer/crystalist) and the ward are destroyed. As an added bonus, any ward within one space surrounding the (engineer/crystalist) will receive a bonus. This bonus could be either extended range, extended power, or decreased refresh time. While this may not be a great idea for the game at present time, if the map space was expanded they could come in handy.
Phyrus

Last edited by phyrus; 11-25-2003 at 05:27 PM.
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Old 11-25-2003, 05:43 PM   #2
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I think the sapper is overpowered, though you'd need some luck starting first. (and luck should not be so important in a tactics game)

and i think the other 2 are not good enough to play with
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Old 11-25-2003, 05:50 PM   #3
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BTW phyrus.. let's see if you are still above me in the next charts (well let's first see if both of us are still there :P)
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Old 11-25-2003, 08:29 PM   #4
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as far as using your sapper as a pure luck thing, that would only be if you put em in the front line where he could have free reign if you won the coin toss. If you guarded him a bit, and waited for the correct time to bring em out, he could be very valuable and very strategic play. How many times have you wished you could just knock over that lightning ward. He would be a risky play. But that is what this game (and chess) are all about. What are you willing to risk to make the best gain? As far as the engineer/crystalist, I think that would be a good class if the playing feild were ever expanded/or if there were more non-mobile units that he could effect than the current (2) wards.
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Old 11-26-2003, 01:47 PM   #5
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I like the sapper idea. It sounds a bit like a goblin sapper in WarCraft ]|[
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Old 11-26-2003, 05:24 PM   #6
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Ya just like those goblins. They also had a tunneler unit in the castle sim Rampart like this.
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Old 11-26-2003, 07:20 PM   #7
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A little over-powered, I think

The Sapper has a good pretense, but I think you should drop a point off of its movement. With such great power, you would want to protect it, lure enemies off to one side, whatever. If he has the range of a scout, he could wreak havoc. And wreaked havoc is only good if the other player is sad that he lost but knows you won fairly. I think I worded that in the right order. Whatever.
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Old 12-01-2003, 04:53 PM   #8
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I was thinking about how badly ripped off the goblin sappers were from warcraft. So maybe you could keep the unit strenghts and just make em Dwarven Demolitionists. Surely the dwarfs used some kind of explosives when carving into mountains to make their homes ). And who doesn't enjoy watching Dwarves or Gnomes explode? http://www.jardinains.com/
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