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Redesign Wolf from the ground up

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MhBlis

  • Posts: 168
  • Joined: Sat Mar 22, 2014 12:35 am

Redesign Wolf from the ground up

PostMon May 19, 2014 11:24 pm

So with the announced changes coming this is the perfect opportunity for us the testers to re-balance the factions. We can also help build some interesting profiles that will give us unique options.
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Astralwyrm

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Re: Redesign Wolf from the ground up

PostWed May 21, 2014 1:13 pm

I'll give this a go with a few of my ideas.

Wolfen with crossbow


Mobile Offensive-
Fear: Good
Movement: High
Parry: Good
Accuracy: Good
Dodge: Good
Damage: High
Toughness: Low
Will: Good

Instinctive Firing
*Changed skill "Herassment"
Malus split between acc and will

Classic Mobile Wolfen Crossbow; hit the enemy and run. His weakness is his inability to take damage well in general and Herassment changes make concience equipped mages a threat and hopefully double scattering into your own units less frequent

Anti-Melee Defensive
Fear: Good
Movement: Low
Parry: Good
Accuracy: Good
Dodge: Good
Damage: High
Toughness: High
Will: Good

Contact Shot
*New Skill "Counter Strike/Shot"
Gains the ability to counter close combat attacks.

A frontline Crossbowman prone to being ganged up on due to his low movement, but with his decent defensive stats high damage and counter attack he can hold his own on the battlefield. He can be dangerous to melee units especially when other friendly units are nearby; he can attack enemies in close combat without setting off a repost. Allowing him to safely soften targets and add to encirclement so melee units can move in and finish them off.

Wolfen Hunter

Fear Spreader/Hitman-
Fear: High
Movement: High
Parry: Good
Accuracy: Good
Dodge: Good
Damage: Good
Toughness: High
Will: low

Mobile
Prudent Movement

With his new found high fear stat he can utilise prudent movement to spread fear amongst a tight nit group and hit a target without setting off attacks of opportunity. Mage/Mages behind a solid wall of units or a really tough mage would hurt him most. As well as fear Immune enemies.

Flanker/Ranged Unit Killer-
Fear: Good
Movement: High
Parry: Low
Accuracy: High
Dodge: High
Damage: Good
Toughness: Good
Will: Good

Vivacity
*New Skill "Ambush"
After activation allows attacks and charges at sprint distance. At the end of the unit's activation and until the unit is next activated - toughness.

What i think the Hunter should be. This Hunter counters archers and mages who try to hide in the background, while his low parry and the toughness malus of ambush makes him easily countered by melee units. His high dodge allows him to pass through enemies with less chance of being hit by attacks of opportunity and makes him hard to hit by archers.
Last edited by Astralwyrm on Thu May 22, 2014 3:55 am, edited 14 times in total.
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Astralwyrm

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Re: Redesign Wolf from the ground up

PostWed May 21, 2014 3:09 pm

Wolfen Fang

Shock Trooper
Fear: Good
Movement: Good
Parry: High
Accuracy: Good
Dodge: Good
Damage: High
Toughness: Good
Will: Low

*Changed Skill "Ruthless"
Upon a successfull charge, enemy target and all enemies adjacent to the target recieve the effect of stun. Stun's duration is increased to 2 turns.
Mighty Blow

The shocktrooper Fang smacks into the enemy formation, disorientates them and then cuts into them.

Ruthless is currently too easy to use, there really isn't a situation where it won't help you. These changes put a bit more setup into the equation and yields bigger rewards.

Charge and Run
Fear: Good
Movement: High
Parry: Good
Accuracy: Good
Dodge: High
Damage: Good
Toughness: Low
Will: Good

Elusive
Reduces the chances of a successful attack of opportunity against this unit.
*Changed Skill "Assault Strike"
Can be used in a charge. Upon the end of the unit's activation the unit may use any movement it did not use during it's entire activation. (Including movement not used up during a pursuit movement)

The charge and run Fang charges the enemy with Assault Strike, the stun effect lessening the downsides of it and then the Fang retreats ready to do it again. Elusive allows him to charge enemies he would be able to charge normally when taking other enemy units out of the equation. With exception to enemy units standing directly inbetween the unit and the target. The changes to Assault Strike also allow the unit to benefit from a pursuit movement without wasting the benefits of Assault Strike and possibly gain extra movement for the retreat.

Assault Strike is just awful, i want points to be taken off the cost of the unit for how bad it is at the moment, so even with the changes i'm not sure it would be enough.

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