![]() |
![]() |
|
|||||||
![]() |
This is a discussion on The Skirmisher within the Create-A-Unit forums, part of the Legends Community category; Stats : Race: Human (female, there are too many male units in TAO ) Power: 19 (10) Armor: 8 Health: ...
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
IYDKMIGTHTKY
Join Date: May 2008
Location: €µЯΩ¶3
Posts: 589
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
The Skirmisher
Stats:
Race: Human (female, there are too many male units in TAO) Power: 19 (10) Armor: 8 Health: 38 Block: 70% Movement: 3 Range: 1 adjacent tile (like knight) Recovery: 1 Special attack (with power = 10): The skirmisher is a cunning master of unarmed close range combat (Kung fu or whatevar). So she got that woot special attack, flipping over a unit, hitting with power 10 from the back side, and landing facing away from the unit just jumped over. Special attack is ofcourse only possible if there is a free spot at the other side of the attacked unit. Diagram may help understand: ☺ = Skirmisher ◄ = Defender (facing in direction of arrow... thats left) Code:
Before| After special attack ░▒░▒░ | ░▒░▒░ ▒░☺◄▒ | ▒░▒◄☺ ░▒░▒░ | ░▒░▒░ Code:
Before| After special attack ░▒░▒░ | ░▒░▒░ ▒░☺▼▒ | ▒░▒▼☺ ░▒░▒░ | ░▒░▒░ Limitations: The Skirmisher cannot use her special attack on wards. Notes: Together with the special attack, the Skirmisher can move up to 5 tiles in one turn, even 'ignoring' one enemy unit in the way. This may sound like a lot, as it would possibly be a threatenning assault unit. Its low armor and HP however makes it very vulnerable, especially as it turns its back to the unit it just jumped over. Thus it is likely not usable for running over turtles front line knights (1 turn wait after the special, and only 2 hits are needed to kill it). Its high blocking rate and good range, will however allow for versatile use, especially for finishing off enemy units coming too close (jumping behind them and facing the rest of the enemy units). Also a hit and run tactic is possible: Assault with normal attack - wait till enemy attacks from the side - jump over that unit and retreat. Game realization: If the tile behind defending unit is free, it is marked red in attack phase. A normal klick on that tile sets off the special attack. Comments and critique are highly appreciated! Bogart
__________________
|
|
|
|
|
|
#8 (permalink) |
|
TFA Eye STabber
Join Date: Apr 2006
Location: Fort Blockey
Posts: 1,648
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
I actually like this one. I think it needs to be a little more survivable though, or it'll just go the way of the assassin.
__________________
lookit Tomorrow you'll wake up do a bunch of stuff and then go back to sleep. Woah I'm psychic! On the other hand, you have different fingers. ![]()
|
|
|
|
|
|
#9 (permalink) |
|
IYDKMIGTHTKY
Join Date: May 2008
Location: €µЯΩ¶3
Posts: 589
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Thanks guys for liking it ^^
It was meant to be a not-so-tough unit, but I get your point. Maybe the armor could be increased a bit, but with care as it shouldnt be possible to storm turts in a stand alone unit manner. The mud golem, wisp and tyrant have teleport and can thus also get behind enemy lines, but they all dont have 1 recovery.
__________________
|
|
|
|
|
|
#10 (permalink) |
|
TFA Eye STabber
Join Date: Apr 2006
Location: Fort Blockey
Posts: 1,648
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
yeah I didn't mean make it a beast, I just think it either needs either an improvement in health armor OR damage (I figure you got that, but for people who might not have) to bring it up to par.
__________________
lookit Tomorrow you'll wake up do a bunch of stuff and then go back to sleep. Woah I'm psychic! On the other hand, you have different fingers. ![]()
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|