Wild riders
Wild riders
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.
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
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.
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.
Fantasy > 40k
- LordOfAles
- Posts: 3694
- Joined: Tue Jul 18, 2017 12:27 pm
- Location: Balkans, Montenegro
Re: Wild riders
Eh. Unique unit?
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
Re: Wild riders
no idea .
I will surely need this for my campaign. But we could balance it and add it for the elven race as well.
I will surely need this for my campaign. But we could balance it and add it for the elven race as well.
Fantasy > 40k
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Wild riders
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.
Are their dodges affected by researches?
Is their armor affected by upgrades?
And please no jumping for a cavalry unit.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Wild riders
The original post is updated.
All my ideas are added.
Tell me your thoughts.
All my ideas are added.
Tell me your thoughts.
Fantasy > 40k
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Wild riders
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.
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.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Wild riders
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)
(Also i love your ideas but i have to suggest some changes to finalize the unit and make it stand out)
Fantasy > 40k
Re: Wild riders
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.
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.
Fantasy > 40k
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Wild riders
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.
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.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Wild riders
The original post is reworked.
Please read carefully
Question: Poison weapons will make them op right ?
Please read carefully
Question: Poison weapons will make them op right ?
Fantasy > 40k
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Wild riders
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)
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)
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.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Wild riders
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)
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)
Fantasy > 40k
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Wild riders
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
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
And last one - i don't see slowing/poison/fire weapon passive on-hit effects with ability to change on-hit effect.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.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Wild riders
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!!!
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.
Fantasy > 40k
Re: Wild riders
I edited the original post is everything ok?
(overall i really like this unit and alls its abilities)
Thanks for your help
(overall i really like this unit and alls its abilities)
Thanks for your help
Fantasy > 40k
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Wild riders
is armor 3 or 5? we give slash to mean that next number is pierce armor
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
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
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Wild riders
His armor is 3 and p.armor is 5.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Wild riders
Today i will start making it's image.
If anyone find something he does not like on the unit please tell me.
If anyone find something he does not like on the unit please tell me.
Fantasy > 40k
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Wild riders
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.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Wild riders
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
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
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Wild riders
I meant here 3 normal armor and 5 p.armor.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.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Wild riders
As long as people accepted it. is it unique?
Wise, Might, Loyalty. Forever stands Warfell.
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Wild riders
No. It isn't.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Wild riders
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)
Also i will need it for the campaign i make.
(this is why it will need a json soon)
Fantasy > 40k
Re: Wild riders
if i write all the bonuses this unit will gain against other units it be ready to be voted right?
Fantasy > 40k
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Wild riders
Both bonus and image is needed.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.