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This is a discussion on Journeyman Tactician within the Create-A-Unit forums, part of the Legends Community category; JourneyMan Tactician Relying on wits instead of brawn, the tactician coordinates attacks among members of your squad. A master of ...
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#1 (permalink) |
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Charter Member
![]() Join Date: Nov 2006
Location: 9th floor of Legends
Posts: 613
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Journeyman Tactician
JourneyMan Tactician
Relying on wits instead of brawn, the tactician coordinates attacks among members of your squad. A master of strategy, he can bait the opponent into attacking. HP: 28 AR: 6 BL: 45% MV: 3 RG: 3 RC: 2 + RC of unit affected PW: Special Coordinate Attacks: If you select a member of your squad, , it gets to perform as turn, move and attack and face, except it doesn't happen yet. After you use the JT, and input your turn for it's target, then it is your opps turn. Then it's your turn again, at the end of this turn, the unit performs it's action, if it can. Example 1: I use JT on my Knight, I input that I want it to move toward a waiting scout and attack. Then I walk my JT away, it will have 3 RC. Then my opp goes, he kills a witch with his dragon or something. Then it's my turn, I use my other Knight to Strike the Scout, dealing damage, then My Coordinated Knight, moves and attacks, Killing the scout, without a chance to be healed. So the JT delay a unit until the end of your next turn, but then both units actions happen at the "same time" Example 2: I use my JT on my Scout, to move n fire at your Cleric, then its your turn, My JT has 4 RC, because it moved too. You paralyze my Scout, so when it's my turn, I can Pound with myt Mud, but the Scout wont act because it became paralyzed.. Mis-Information: If you use the tactician on the opponent unit instead of your own, it will flash, and the opp must use that unit on his next turn. This can really screw up the opp's strategy, causing them to waste a move, or break a damage combo. It doesn't work on wards. The JT again takes RC of 2+ the targeted unit's RC. It is pretty simple, and very weak, like a cleric or witch, it has some range to keep it from being too strong. It can't give a unit 2 tuns or anything, but it is very powerful. I tried to keep it's health low, to make it an easy target, it should be good for one or two uses before its killed, but in that time it should be an awesome unit if used right. I think it would give a whole new set of strategies to TAO, though it may be too much, it is done in a manner that keeps some mystery about... The offset to using is that many of your units end up in recovery at the same time, to keep it toned down, I almost thought about giving the units that moved at the same time, like an extra round of recovery them selves, to make it more fair... well, Single Gold, Max of one on Field.
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#3 (permalink) |
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The voice of (t)reason
Join Date: Dec 2006
Location: England Somerset Taunton
Posts: 7,493
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I use JT to move a Mud in and Quake. But in my opponents turn he kills my JT. Does my Mud still perform the move because the Tactician has alreday relayed it's strategy or does it not perform the move because it has no direction form the JT which is now dead?
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#5 (permalink) |
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Charter Member
![]() Join Date: Nov 2006
Location: 9th floor of Legends
Posts: 613
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The Mud would still, Quake, as it has already been given the command... this makes the effect powerful, but, the JT is so weak by design, it needs to be there....
Drow, try to think like this... If you use it on the opps unit, then the opp has to use that unit on their next turn, If you use it on your own unit, then you take a turn with that unit, but it doesnt happen until the end of your next turn... that easier ? It is a bit complex... but once you used it a couple times it would work real well...
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