Wild riders

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Menselot
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Wild riders

Post by Menselot » Thu Jul 19, 2018 12:14 am

The Wild Riders are the hunter's god chosen, each as aggressive and impulsive as he. They are fey and dangerous creatures who are no longer truly the Elves they once were. Now and forever they are a part of the Wild Hunt’s eternal glory.
Wild Riders are throwbacks to the ancient days of the Elves. Their weapons are things of crude iron, or even flint; their ceremonial robes and armour seldom more than the pelts of animals slain during their sacred hunts.Yet there is an otherworldliness and nobility about the Wild Riders that cannot easily be denied; the power of their hunter god flows through them.Image
They will avenge every wrong deed done to the forest in the most swift and cruel way possible.

Afterall everything can be considered pray...

Cost: 8
Hp: 70
Attack power: 19 (upgrades upply normally)
Range: 1
Armor: 3 (upgrades upply normally)
Pierce armor: 5
Speed: 7
Sight: 9
Action/turn: 2/2
Spell resistance: 70
Dodge arrows: 20% (upgrades apply normally)
Dodge mellee: 10% (upgrades apply normally)
Dodge counters: 45% (upgrades apply normally)
Size: 1×1
Builders: Great tree

The unit can forest walk

Abillities: (we may choose some of them or apply them as upgrades)

1)Agile hunters:
[The chosen of the hunter's god together with their great stags can intercept any movement and catch every prey in an amazing display of movement and skill. They can jumb or (with agile moves) pass through enemy lines]

Cooldown: 1
Range: 2/3
Wild hunters can move trough enemy units.
This abillity can not be used when the unit used its movement at the same turn.
The movement this abillity offers is blocked by buildings and obstacles [They can not jumb or pass through them]
(yes they can jumb up or from the sides.... This way they can jumb near a dragon without getting trampled)
Aftereffects: The unit can not use it's movement for 1 turn.

2)Hunter's instinct:
-Couldown 6 turns
-Affect:
+20% to all dodges +4 to damage for 2 turns

3)Furious charge:
Couldown: 5 turns
Lasts for 2 turns
If a unit moved for 3+ tiles (INCLUDING movement with jump) it gains for one attack (OR counter attack) +8 damage.

Technologies:
1)Lembas technology apply to wild riders

Various bonuses against "cavarly" and "monster" units
(They seek pray..... And size do matter)

Inspiration: Warhammer.... Yes just warhammer
Last edited by Menselot on Fri Jul 20, 2018 8:57 pm, edited 20 times in total.
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Re: Wild riders

Post by Menselot » Thu Jul 19, 2018 12:56 am

I know they are not op...
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Re: Wild riders

Post by LordOfAles » Thu Jul 19, 2018 1:09 am

Eh. Unique unit?
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Re: Wild riders

Post by Menselot » Thu Jul 19, 2018 1:37 am

no idea .
I will surely need this for my campaign. But we could balance it and add it for the elven race as well.
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Re: Wild riders

Post by makazuwr32 » Thu Jul 19, 2018 5:10 am

What bonuses do they have?
Are their dodges affected by researches?
Is their armor affected by upgrades?

And please no jumping for a cavalry unit.
Specifically for not so genious persons
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Re: Wild riders

Post by Menselot » Thu Jul 19, 2018 7:37 am

The original post is updated.
All my ideas are added.
Tell me your thoughts.
The only good is knowledge and the only evil is ignorance.
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Re: Wild riders

Post by makazuwr32 » Thu Jul 19, 2018 8:11 am

Dodge upgrades give only +10% per level, they can't give other variants.
Same with armor upgrades: lvl 1 gives +1 to melee armor, lvl 2 +1 to p.armor, lvl 3 gives +1 to both armors.
I suggest to change armor to 3/5 and dodges (melee/ranged/counter) to 10/10/50%. Also increase hp to 70.

For buildable unit lower damage to 18 if you want to keep 2 actions/turn. Also you can add bonuses to cavalry and dragons (50%) and to giants (100%) this way.

As for abilities i suggest
Slow weapon (passive): -1 speed on hit to target for 3 turns, ignores spell res.
Hunter's instinct: Unit gains +20% to all dodges and +4 to damage for 2 turns, cooldown 6 turns.
Lembas (self healing researchable one).
Poison weapon/slowing weapon/burning weapon - switch passive on-hit effect.

With these changes i will definately train them because they'll be a great unit for elves.
Specifically for not so genious persons
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Fri Dec 07, 2018 9:24 am
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Re: Wild riders

Post by Menselot » Thu Jul 19, 2018 8:37 am

Let me think i will post my answer at 4 hours.
(Also i love your ideas but i have to suggest some changes to finalize the unit and make it stand out)
The only good is knowledge and the only evil is ignorance.
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Re: Wild riders

Post by Menselot » Thu Jul 19, 2018 4:19 pm

The original post is updated
Slow weapon apply -1 movement to each hit opponent ?

Also i may add a poison or bleeding affect.
Also why you dislike agile hunters ?
When they use this abillity they gain more disadvantages rather than the advantages (it can be used only for an tactical advantage nothing more...)

Tell me more about the furious charge technology/passive.
The only good is knowledge and the only evil is ignorance.
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Re: Wild riders

Post by makazuwr32 » Thu Jul 19, 2018 4:56 pm

Slow effect don't stack with itself but updates lenth. Alas it stacks with slowing ability from various casters.

First ability i don't like mainly because they have 2 turns, can jump through water/mountains/other obstacles and this also increases their speedMy idea gives better damage and dodges to unit instead, increasing both offencive and defencive capabilities of unit.

As for second ability - if this is passive than it will be extremly powerful if count with their speed and bonuses.if active (like poison weapon for orcs - you activate to get for few turns passive effect) than is will be better one. Also another problem i see here is that with each movement for 3+ tiles he will get +4 damage even without attacking thus can have on counter (if someone stupid will attack him) higher damage.
Last edited by makazuwr32 on Thu Jul 19, 2018 5:02 pm, edited 1 time in total.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Re: Wild riders

Post by Menselot » Thu Jul 19, 2018 4:58 pm

I will re-edit the post.
(16 times until now)
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Re: Wild riders

Post by Menselot » Thu Jul 19, 2018 5:02 pm

The original post is reworked.
Please read carefully

Question: Poison weapons will make them op right ?
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Re: Wild riders

Post by makazuwr32 » Thu Jul 19, 2018 5:10 pm

Poison weapon deals 4 damage per turn regardless of unit who applied it and his bonuses and can't be stacked.
But against low hp units poison is pretty powerful.

Still don't like that jump ability because it gives to the cav unit with already speed 7 even higher speed - 10! that is waaaaaaaaaaaaaay too much for cavalry unit. Even if count those drawbacks.

It's like to give Imperial knights ability to have +3 speed for one turn per few turn (and this is correct comparison because these wild hunters because of their stats are like Imperial Knight)
Menselot wrote:
Thu Jul 19, 2018 12:14 am
This unit can forest walk
completely useless because as any cavalry unit it can move freely in forests. Or you mean that it gains even HIGHER speed in forests?! if that than COMPLETELY NO.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Re: Wild riders

Post by Menselot » Thu Jul 19, 2018 5:58 pm

Original post reworked.
Check everything (again)

I have to play Aof for a month.... I did not remember that cav. units could move through trees (i will leave the forest walk as an reminder)

Updated the agile hunters abillity.

(i will start making an awesome image soon)
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Re: Wild riders

Post by makazuwr32 » Thu Jul 19, 2018 7:41 pm

Now it is useless because you also gain penalty. If they can use either this ability or movement than remove penalty and change cooldown to 1 turn. Unit must be able just either use this ability (Jump for up to 3 tiles ignoring all enemies in the way to his pray or out of the battle) or regular movement.
That way this ability will be awesome while not too powerful.

About Furious charge - i wasn't arguing about amount of bonus damage itself but about its mechanic, how it works, is it passive ability or active, how long lasts if active... i don't like also to make it as passive ability. And if this ability IS active than even +3 damage is too low for researching for 5 turns.
Personally i suggest
to make this ability as active with 2 turns last and 6 turns cooldown, if unit moved for 3+ tiles (INCLUDING movement with jump) than he gains for one attack (OR counter attack) +8 damage.
And last one - i don't see slowing/poison/fire weapon passive on-hit effects with ability to change on-hit effect.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Re: Wild riders

Post by Menselot » Thu Jul 19, 2018 9:05 pm

i was thinking to make the agile hunters abillity to have a shared movement of max 7 (example i use the abillity tojumb two tiles and rhen i can move 5 more wirh my normal movement)

But i think your opinion is great fantastic work!!!
Last edited by Menselot on Fri Jul 20, 2018 12:18 am, edited 1 time in total.
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Re: Wild riders

Post by Menselot » Thu Jul 19, 2018 9:23 pm

I edited the original post is everything ok?

(overall i really like this unit and alls its abilities)
Thanks for your help
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Re: Wild riders

Post by godOfKings » Fri Jul 20, 2018 4:00 am

is armor 3 or 5? we give slash to mean that next number is pierce armor
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Re: Wild riders

Post by makazuwr32 » Fri Jul 20, 2018 5:22 am

His armor is 3 and p.armor is 5.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Re: Wild riders

Post by Menselot » Fri Jul 20, 2018 6:16 am

Today i will start making it's image.
If anyone find something he does not like on the unit please tell me.
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Re: Wild riders

Post by Menselot » Fri Jul 20, 2018 11:18 am

Menselot wrote:
Thu Jul 19, 2018 12:14 am
Various bonuses against "cavarly" and "monster" units
(They seek pray..... And size do matter)
Any idea about this ?
The only good is knowledge and the only evil is ignorance.
-Ahzek Ahriman of the Thousand Sons

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Re: Wild riders

Post by makazuwr32 » Fri Jul 20, 2018 4:25 pm

Menselot wrote:
Fri Jul 20, 2018 11:18 am
Menselot wrote:
Thu Jul 19, 2018 12:14 am
Various bonuses against "cavarly" and "monster" units
(They seek pray..... And size do matter)
Any idea about this ?
makazuwr32 wrote:
Thu Jul 19, 2018 8:11 am
Also you can add bonuses to cavalry and dragons (50%) and to giants (100%) this way.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Re: Wild riders

Post by godOfKings » Fri Jul 20, 2018 7:56 pm

makazuwr32 wrote:
Fri Jul 20, 2018 5:22 am
His armor is 3 and p.armor is 5.
There is also a pierce armor of 6 under armor, decide whether p. Armor is 5 or 6
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

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Re: Wild riders

Post by makazuwr32 » Fri Jul 20, 2018 8:55 pm

makazuwr32 wrote:
Thu Jul 19, 2018 8:11 am
I suggest to change armor to 3/5 and dodges (melee/ranged/counter) to 10/10/50%. Also increase hp to 70.
I meant here 3 normal armor and 5 p.armor.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Re: Wild riders

Post by Menselot » Fri Jul 20, 2018 8:58 pm

Lets keep it simple.
(original post updated)
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Re: Wild riders

Post by General Brave » Sat Jul 21, 2018 1:37 am

As long as people accepted it. is it unique?
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Re: Wild riders

Post by makazuwr32 » Sat Jul 21, 2018 5:10 am

No. It isn't.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Re: Wild riders

Post by Menselot » Sat Jul 21, 2018 10:59 am

It is a normal unit that will be implemented (if voted) to the normal wood elfs roster.

Also i will need it for the campaign i make.
(this is why it will need a json soon)
The only good is knowledge and the only evil is ignorance.
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Re: Wild riders

Post by Menselot » Sat Jul 21, 2018 4:55 pm

if i write all the bonuses this unit will gain against other units it be ready to be voted right?
The only good is knowledge and the only evil is ignorance.
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Re: Wild riders

Post by makazuwr32 » Sun Jul 22, 2018 4:17 am

Both bonus and image is needed.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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