Swordsmans of Alahan
Posted: Sun Mar 16, 2014 12:57 am
As we all knew they are... special. Probably all will agree on this one.
While their base features can be nice they are efficient only Vs another Lions.
So i hope that this thread will help to find a idea that will make this base Alahan unit more useful but not to strong Vs other Lions companies.
Any ideas are welcome.
Their current stats are:
ACC 10
DAM 7
PAR 11
TOU 8
DOD 8
WILL 8
AP 31
MOV 4
upgrades are:
Lev 2
2ap - Vivacity +2 DOD vs archers
2ap - Fencer +2 ACC if not attacked in melee combat
2ap - Parry +3 PAR in not activated this turn - for me its only resonable option to be honest.
Lev3
10ap - For the light* - Tou = 0, + Fierce and Feriocious.
4ap - Taunt - do this skill works as intended*?
* I fully understand the idea behind this skill (elite/legendary counter) but for this purpose ferocious is enough (i assume that fierce is added to let wounded swordsman go with offensive stance Vs Golem to deal full 12 dam... and even that way this isn't great deal to sacrifice 43ap 'hard' (because its this skill only purpose) counter to deal 12dam and die).
Compared to pure feriocious for 9ap without -8 Tou drawback (especially on bowmen or fang with 2-3 attacks) - its really really occasional skill. Maybe if drawback would be like -2 TOU or skill cost was no higher than 4 ap?
**Additionally i checked if Taunt was changed to work until next activation or until end of targeted enemy activation - but not. In my opinion intention of this skill was to work similar to deff stance - until end of swordsman next activation.
My suggestions would be:
base stats:
most important:
+3-4 DOD for base stars... they simply cant have almost the same stats like skeletons... its wrong both for gameplay (far lower TOU on swordsmans) or Lore (quite big shields). This will make swordsman quite nice counter for enemy archers and also quite good living shield for second line of units.
Same or lower initial AP cost.
also would be nice:
+1 PAR or STR or TOU ... 1 of 3
Lev2
Steadfast instead Vivacity
Skill that negates Hard Boiled (Bane Hard Boiled) instead of Fencer
Parry can stay - even with rised cost if base unit PAR would be 12
Lev3
Fixed For the Light 2-4ap or penalty reduced to -2TOU (skill can work only 1-2 turns once per game).
Fixet Taunt - duration changed to until next activation of swordsman
suggestions:
Any option for boost Swordsman STR would be nice
*Valkyrie Martial inspiration targeting also Swordsman or all melee units
*Mage Scourge of Impure changed to simple +3 from +3 or +0 depending on enemy <this spell will be really useless after other factions will appear but its not a thread to discuss about that>)
*Group Attack passive skill (at lev 2-3) Adding Swordsman +1-2 STR for any other ally swordsman (no matter level or this skill) in contact with target.
While their base features can be nice they are efficient only Vs another Lions.
So i hope that this thread will help to find a idea that will make this base Alahan unit more useful but not to strong Vs other Lions companies.
Any ideas are welcome.
Their current stats are:
ACC 10
DAM 7
PAR 11
TOU 8
DOD 8
WILL 8
AP 31
MOV 4
upgrades are:
Lev 2
2ap - Vivacity +2 DOD vs archers
2ap - Fencer +2 ACC if not attacked in melee combat
2ap - Parry +3 PAR in not activated this turn - for me its only resonable option to be honest.
Lev3
10ap - For the light* - Tou = 0, + Fierce and Feriocious.
4ap - Taunt - do this skill works as intended*?
* I fully understand the idea behind this skill (elite/legendary counter) but for this purpose ferocious is enough (i assume that fierce is added to let wounded swordsman go with offensive stance Vs Golem to deal full 12 dam... and even that way this isn't great deal to sacrifice 43ap 'hard' (because its this skill only purpose) counter to deal 12dam and die).
Compared to pure feriocious for 9ap without -8 Tou drawback (especially on bowmen or fang with 2-3 attacks) - its really really occasional skill. Maybe if drawback would be like -2 TOU or skill cost was no higher than 4 ap?
**Additionally i checked if Taunt was changed to work until next activation or until end of targeted enemy activation - but not. In my opinion intention of this skill was to work similar to deff stance - until end of swordsman next activation.
My suggestions would be:
base stats:
most important:
+3-4 DOD for base stars... they simply cant have almost the same stats like skeletons... its wrong both for gameplay (far lower TOU on swordsmans) or Lore (quite big shields). This will make swordsman quite nice counter for enemy archers and also quite good living shield for second line of units.
Same or lower initial AP cost.
also would be nice:
+1 PAR or STR or TOU ... 1 of 3
Lev2
Steadfast instead Vivacity
Skill that negates Hard Boiled (Bane Hard Boiled) instead of Fencer
Parry can stay - even with rised cost if base unit PAR would be 12
Lev3
Fixed For the Light 2-4ap or penalty reduced to -2TOU (skill can work only 1-2 turns once per game).
Fixet Taunt - duration changed to until next activation of swordsman
suggestions:
Any option for boost Swordsman STR would be nice
*Valkyrie Martial inspiration targeting also Swordsman or all melee units
*Mage Scourge of Impure changed to simple +3 from +3 or +0 depending on enemy <this spell will be really useless after other factions will appear but its not a thread to discuss about that>)
*Group Attack passive skill (at lev 2-3) Adding Swordsman +1-2 STR for any other ally swordsman (no matter level or this skill) in contact with target.