Pike like unit - Not an Upgrade - Needs a new name

djlj46
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Pike like unit - Not an Upgrade - Needs a new name

Post by djlj46 »

the second upgrade for the pikemen
He has + 2 attack +2 armor +1pierced armor
and is 50% less effective against Calvary just so he's not too overpowering
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Ness

halberdier to improved halberd

Post by Ness »

Like broad swordman to man-at-arms but with anti cavalry unit
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Re: halberdier to halberd knight

Post by Darkknight »

There are already lancer and heavy lancer which are strong against calvary and mounted
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Alexander82
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Re: halberdier to halberd knight

Post by Alexander82 »

I think that he wants it to be a knight as title, not mounted :D

Anyway the unit might be just Master Halberdier, or Expert or Veteran or some other elite stuff :D
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Ness

Re: halberdier to halberd knight

Post by Ness »

I mean impreved halberdier not mounted.
Stratego (dev)
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Re: halberdier to improved halberd

Post by Stratego (dev) »

title changed.
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COOLguy
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Re: halberdier to improved halberd

Post by COOLguy »

Ah makes more sense. :)
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Re: halberdier to improved halberd

Post by Darkknight »

For this add maybe 3 attack, 1 armor, 6 health
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Re: halberdier to improved halberd

Post by Darkknight »

The halberdier really needs another upgrade. They are quite weak.
Fildin
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Falangist

Post by Fildin »

It will be an upgrade of halberdier. This unit will have an increased hp and armor and what is most important, its range will be increased to two tiles.
Those units should look like halberdier with longer weapon.
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COOLguy
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Re: Falangist

Post by COOLguy »

How would this work along with the "Reach" tech that Alexander82 has suggested?
You can read it here: viewtopic.php?f=79&t=1948
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Alexander82
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Re: Falangist

Post by Alexander82 »

I think that the longer range should achieved only by reach. Instead the longer weapon might givee some more bonus against flying units (like some sort of counter)
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Fildin
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Re: Falangist

Post by Fildin »

Yeah like this
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COOLguy
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Re: Falangist

Post by COOLguy »

Alexander82 wrote:Instead the longer weapon might givee some more bonus against flying units (like some sort of counter)
I don't know about that. Remember, there is only one flying unit in AoS and it is really easy to counter anyway without a melee unit to do it as well.
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Alexander82
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Re: Falangist

Post by Alexander82 »

I see. I could have be done just on counter. But if you think it is op it should just have some more stats. Btw teach should work for any melee unit that use spears (like hoplite)
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TheBluePhoenix
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Re: Falangist

Post by TheBluePhoenix »

What about this- we make falangist with a stronger hp and power and bonus against some melee units as the halberdier is easily killed by them
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Re: Falangist

Post by Darkknight »

TheBluePhoenix wrote:What about this- we make falangist with a stronger hp and power and bonus against some melee units as the halberdier is easily killed by them
This will make them too strong. Upgrades of pikemen are suppose to be a cheap unit which can easily kill mounted units but weak against swordmens. Giving them bonus to other melee units will make this strong against everything except archers
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Re: Falangist

Post by COOLguy »

Yes, I agree with that.
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Alexander82
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Re: Falangist

Post by Alexander82 »

Making him survive the first bloe might be enough
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TheBluePhoenix
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Re: Falangist

Post by TheBluePhoenix »

Hmm okay then how about we increase his speed?
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Alexander82
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Re: Falangist

Post by Alexander82 »

I don't see why a single unit should be faster... i'd make a tech for that that affect at least any infantry unit
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HokanPL
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Re: Falangist

Post by HokanPL »

Maybe Falangist should be a new unit, stats like pikeman, 3 turns needed to recruit, 2 tiles of range, maybe a bit less HP and bonus against mounted units (but still big)?
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COOLguy
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Re: Falangist

Post by COOLguy »

Perhaps that could be good. But I do like the idea of a level 3 upgrade for the pikeman to keep up with the man-at-arms.

How about this completely different approach: its stats remain basically the same as the halberdier only they receive an effect when they are near each other (similar to the high morale effect). That would be realistic because anti-cavalry units were more effective in formation.

What do you guys think?
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TheBluePhoenix
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Re: Falangist

Post by TheBluePhoenix »

what about this- it has a long weapon so while attacking it damages unit behind the attacked unit also?
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COOLguy
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Re: Falangist

Post by COOLguy »

TheBluePhoenix wrote:what about this- it has a long weapon so while attacking it damages unit behind the attacked unit also?
I like that idea! :) But I don't think we have the mechanics for that yet (just area damage like the elephant).
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COOLguy
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Re: Falangist

Post by COOLguy »

So I think for now, what if we just increased its hp and maybe a little armor so that it can survive more than 1 hit from a man-at-arms.

What do you guys think?
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Josh
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Alexander82
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Re: Falangist

Post by Alexander82 »

TheBluePhoenix wrote:what about this- it has a long weapon so while attacking it damages unit behind the attacked unit also?
That was one of mt peoposal for knight and lancer, but Daniel said it would overcomplicate the game
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Darkknight
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Re: Falangist

Post by Darkknight »

COOLguy wrote:So I think for now, what if we just increased its hp and maybe a little armor so that it can survive more than 1 hit from a man-at-arms.

What do you guys think?
I think we should give him more attack than armor becuase armor could be researched in blacksmith
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COOLguy
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Re: Falangist

Post by COOLguy »

Okay, so hp and attack?
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Alexander82
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Re: Falangist

Post by Alexander82 »

I think would be ok
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