What would your special unit be able to do?
02-05-2013, 07:27 PM
Post: #61
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RE: What would your special unit be able to do?
Hey I got a good idea. What about an ENEMY MOBI?
Like a mobi, but it teleports a visible enemy next to it, instead of a friendly unit. |
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02-06-2013, 12:28 AM
Post: #62
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RE: What would your special unit be able to do?
outrageously powerful special garcia
The Gruff Billies Clan:
Yeah. We ate your grass, bub. Whatcha gonna do? |
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02-06-2013, 12:40 AM
Post: #63
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RE: What would your special unit be able to do?
Maybe the enemy would be invulnerable on the turn it was teleported? I dunno
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02-06-2013, 01:07 AM
Post: #64
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RE: What would your special unit be able to do?
Maybe give it a range smaller than visible. Like... 3 hexes.
The Gruff Billies Clan:
Yeah. We ate your grass, bub. Whatcha gonna do? |
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02-06-2013, 01:20 AM
Post: #65
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RE: What would your special unit be able to do?
Yeah! I like the concept of a sucking unit!
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02-06-2013, 02:47 AM
Post: #66
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RE: What would your special unit be able to do?
ya, three hex grab (maybe 4?), cannot grab through enemy units, three or four vision and movement, 2 hp, could be interesting.
1 v 1 Master 2 v 2 Master w/ Myninja208 ICE clan member |
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02-06-2013, 04:29 AM
Post: #67
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RE: What would your special unit be able to do?
Nuke a certain area then the special self-destructs, damaging all nearby units too. Damages both allied and enemy units. No damage to bases. Nuke damage greater than damage to units near to the special that exploded. Special needs good positioning like the scrambler to shine.
You don't know me? Let me introduce myself. I am Anonymous. May the wits ever favor you. |
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02-06-2013, 10:30 AM
Post: #68
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RE: What would your special unit be able to do?
Seer
7 wits 1 HP 1 Movement 0 Attack Ability: For 1 wit will shield any friendly unit from all incoming damage. As soon as that unit or the Seer moves or attacks the shield dissipates, and if the Seer takes any damage the shield is broken. The shield cannot be placed on a unit that has moved and attacked this turn. Designed for a forcefield effect, granting a very powerful shield to the unit in question. Whilst it might immediately either come across as overpowered there are a number of things that would make it a good special to have; for one it only has a movement of one and is very fragile, making babying very key. With only the 1 movement it is also fairly rooted in position and hard and expensive to move away from battle. Also the restriction of shielding units that have made all their actions makes wit space abuse harder. Top 200 peak ranking: #18 I'm currently taking a competative break. Am up for friendlies and tournaments! (06-09-2014 02:14 PM)Bbobb555 Wrote: I looked it up, apparently a kendama is a yo-yo (!). How the heck do you have forums for yo-yos? |
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02-06-2013, 12:18 PM
(This post was last modified: 02-06-2013 12:21 PM by ElPared.)
Post: #69
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RE: What would your special unit be able to do?
Nuke guy gave me an idea:
Kimikaze cost 7 movement: 5 health: 1 attack: 0 special: Explodes for 3 damage to units on the hexes adjacent to it, 2 damage to units 1 hex away and 1 damage to units 3 hexes away. (this kills the Kamikaze too, otherwise there's no point). If killed by opposing units, nothing happens (it just dies). Explosion only hits bases once for the highest amount of damage possible (so if it's right next to a base, it does 3, and so on) might be more balanced if it explodes for 2 damage adjacent, 1 damage 1 hex away, but I wanted it to stand out from the BS more. also I came up with an idea in another thread Wolf cost 7 health 2 movement 4 attack 3 special: the cost to make a wolf reduces by 2 for each wolf you've spawned already (so the first costs 7, the next 5, the next 3, then 1) to a max of 4 wolves (can't have them be free now can we?) GameCenter: ElPared Crying Foot OSN Player Profile: ElPared -- I'm always posting both wins and losses, critiques welcome |
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02-06-2013, 01:27 PM
Post: #70
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RE: What would your special unit be able to do?
Volcano
Cost 7 HP 2 Movement 3 Attack 0 Special: Can launch one mine per turn to any visible hex. Mines cost 1 wit and are undetectable to opponent. Mines do 2 damage when opponent lands on that hex. Friendly units can land on mines without taking damage or exploding them. |
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