Pretty much pre-emptive (or first) strike capability. But what unit type would the general be, though?General. When present all units move/fire before any enemy units move or fire.
There are certain units with "flying" capability that will make having an all-artillery formation close to useless since they cannot attack those types. However, in battles where there is a mix of units, this would allow artillery units to hit "non-flying" units for said damage while other units in formation will hit for normal damage (and possibly dispatch those flying units at the same time). Curious question is what type of unit will the FO be.Forward Observer. When present all artillery units do double damage each round the FO is still alive..
I would make the general a fast unit, this would be in keeping with generals mounted on horses during several of the eras.Pretty much pre-emptive (or first) strike capability. But what unit type would the general be, though?
There are certain units with "flying" capability that will make having an all-artillery formation close to useless since they cannot attack those types. However, in battles where there is a mix of units, this would allow artillery units to hit "non-flying" units for said damage while other units in formation will hit for normal damage (and possibly dispatch those flying units at the same time). Curious question is what type of unit will the FO be.
Could be a double edged sword here, mate. If a player went up against units of an earlier age, by what you're saying, they will change into said unit that attack them from that earlier age. Whereas, if a player went up against units of a higher age (like those that have FE units in defense and the player attacks with CE units), they will change into a unit that attack them from a higher age, in this case, a future era unit."mirror" - like rogue, but on first hit it turns into the type of unit that attacked it (or into a random opposing unit) - it feels quite OP though... maybe needs a debuff like "only attacks every other turn"
I had liked the drummer because of that extra 1 point to every unit in battle. But they became obsolete really fast when other (and more advanced and/or powerful) units came into the scene. Had Inno modified the Rogue to not take the form of the drummer or color guard, it might be an interesting battle to have 1 regular unit, 6 rogues, and 1 drum/CG in formation (should be limited to 1 of one or the other in a fight since the stats do not stack up).Why not offer real stealth to the units that benefit from it?
By adapting the drums or flag bearer, which have become obsolete, which would give the possibility of "seeing" only the furtive troops if one does not have (in its composition) troops ignoring camouflage. So without this troop, we wouldn't see the stealth troops until we are in contact.
The General would be such a nice unit to have. Even if the General's stats were crap, I could imagine 1 general and 7 Artillery (for example) would be very strong.General. When present all units move/fire before any enemy units move or fire.
only if the ninjas don't have their own GeneralThe General would be such a nice unit to have. Even if the General's stats were crap, I could imagine 1 general and 7 Artillery (for example) would be very strong.
Take Rocket Troops for example. They could literally attack before Ninjas can hide.
Now that’s when it gets really confusing lol.only if the ninjas don't have their own General
Actually, if ninjas have a general, it will either negate since they already can act and hide first or it will still put them first if the opposing side has a general and no ninjas in their formation. Else, it goes to the mechanics of which side goes first if both have same age troops (mainly ninjas on both sides).Now that’s when it gets really confusing lol.
Would this be "active" or "passive"? If passive then it will free them from doing such so they can attack if needed. Also, would the abilities stack if there are more than 1 on the battlefield or a rogue turns into one? Very interesting to know more."paramedic" - per turn: randomly heals all units for 1HP or one random unit for 5HP - so essentially a better drummer
Nice. In most games I had played, I had seen this happened. However, would this be a one time effect or could another altruist do the same upon death?"altruist" - upon death all friendly units get healed to full
Interesting death units. If I ever saw the Kamikaze Pilot I would definitely have second thoughts on attacking that army lol.Anyways, since we are in the spirit (or mood) for troop examples, allow me to put forth mine:
• Suicide Bomber (Light Unit): Upon death, explodes in close range (1-2 tiles around any enemy units), dealing significant damage. Damage would be coefficient with a player's Attack/Defense as well as the Attack/Defense of the opposing side. Long range units are beneficial to use without taking damage from the blasting effect.
• Kamikaze Pilot (Fast Unit): While this is a flying unit, it won't have the flying status, making it easier to be targeted by anyone (or anything). Upon death, it will crash into the unit that dealt the death blow and deal splash damage to any unit close to the striking unit (1-2 tiles surrounding the affected unit). So, it's best to space out your troops to avoid getting damaged by this flying suicide bomber in one go.
Of course, the damage from the KP to the initial unit will depend on the Defense % of that attacking unit as well as the other units in range of that initial unit.Interesting death units. If I ever saw the Kamikaze Pilot I would definitely have second thoughts on attacking that army lol.
"paramedic" - per turn: randomly heals all units for 1HP or one random unit for 5HP - so essentially a better drummer
"altruist" - upon death all friendly units get healed to full