Nicko
Messages: 430,
Joined: Mar 07, 2010,
Location: Breda, The Netherlands
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Nicko
Messages: 430,
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Still works against pinzers. Saps already have marauder and marine to deal with most of the khral arsenal anyway.
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"I hate the world's population, it's too large and getting larger. People need to slow down on the sex!"
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Felimqi
Messages: 5,
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Felimqi
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Three aquatic units to consider. The Medical Ship makes Destroyers even more nasty. It's super weak, even on defense, but it gets to move twice so it can be a forward (base-taking) scout, or should be able to stay out of trouble and hey it heals 3 per turn. The Submersible Buoy lets you set up a perimeter to protect the Hydronauts, and is also weak, except for that 13 defense. The Mander is the one of the three that is a serviceable offensive unit, so even though it lacks any special ability it can play its part in the usual Khraeliean swarm tactics.
All can take aquatic bases, and borrowing how the ground light units work, all get +2 attack, +2 defense (maybe even higher?) when on an aquatic base.
An interesting variation would be to let the Medical Ship take over the Mander, which can take control of the Submersible Buoy which can take the Medical Ship.
Sapiens - Medical Ship
Cost: 400
Movement: 6 (two per turn)
Vision: 4
Ground light: 7
Ground heavy: 4
Aerial: 1
Aquatic: 5
Range: 2
Defense: 6
Repair: 3
Special: Doubles healing of units within two spaces
Titans - Submersible Buoy
Cost: 450
Movement: 9 (6 when submerged)
Vision: 5
Ground light: 7
Ground heavy: 3
Aerial: 3
Aquatic: 4
Range: 2
Defense: 13
Repair: 2 (1 when submerged)
Special: Can submerge (just like Underling on land)
Khraelians - Mander
Cost: 350
Movement: 9
Vision: 6
Ground light: 9
Ground heavy: 8
Aerial: 6
Aquatic: 8
Range: 2
Defense: 9
Repair: 1
Special: none
In chart form:
This message was edited 1 time. Last update was at Feb 22, 2015 02:34
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Cragralanche
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Cragralanche
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Nicko changed his picture i had grown used to the old one and ya the ideas look great sims
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anonym551653
Messages: 112,
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anonym551653
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I really feel that the light ground is not represented enough. I know there is three per race but only two can attack and one can't be bought
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Chipples
Messages: 2,
Joined: Mar 10, 2015,
Location: The Killing Fields
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Chipples
Messages: 2,
Joined: Mar 10, 2015,
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I reckon that helicopters should have a transport ability then helicopter then has +1 point health/att/def--until the marine (as a gunner while on board, can be dropped off to capture an island base...
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THE SPORT IS WAR! TOTAL WAR! |
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simsverd
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Joined: Dec 02, 2010,
Location: Bergen, Norway
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simsverd
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Chipples wrote:I reckon that helicopters should have a transport ability.
please read the first post about limitations. There will be no transportation ability
This message was edited 1 time. Last update was at Mar 10, 2015 22:58
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EVR1022
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EVR1022
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@ Sims -
I know that the rules said there will be no new special abilities. However, I had an interesting idea for the Titans that would require a new special ability. However, it wouldn't be very complicated to implement.
I really like the idea of an 'advanced' infantry unit for each race. But the biggest problem for Titans right now is that they have no flying units. So my idea is this:
An infantry unit named the Iron Mecha which has the special ability to 'launch' and become an aerial unit. The mechanics for launching and landing the Iron Mecha would be very similar to the mechanics to bury and resurface an Underling. What do you think of this idea?
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xavi
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Joined: Jun 12, 2009,
Location: California
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xavi
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I think that it is a great idea I like it.
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xavi
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xavi
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Here are some concept art for the possible new Khraleans units. Probably that 3 of them will land in the game ...
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-= The UniWar Team =- |
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drumstep
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drumstep
Messages: 103,
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I vote for 1.1, 2.2, 3.2, and 4.1.
This message was edited 1 time. Last update was at Jun 02, 2015 22:51
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Squizzle535
Messages: 5,
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Squizzle535
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I vote 1.2, 2.2, 3.2, and 4.1
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rwieczor84
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rwieczor84
Messages: 184,
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my votes: 1.1 , 2.2 , 3.2 , 4.1
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Shadowntr
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Joined: May 25, 2015,
Location: Wouldn't you like to know...
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Shadowntr
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In my opinion, I believe 1.2, 2.2, 3.2, and 4.1 are the best versions of the different units shown.
However, if I had to chose just 3 of these I would choose:
1.2 (Because it might be the only amphibious unit eventually in uniwar, allowing for some interesting situations).
2.2 (Because the idea of a krahlan meele only navel unit, with possible ship killer focused intentions would be awesome).
4.1 (Because Krahlans need another land unit badly. Especially another heavy land).
This message was edited 1 time. Last update was at Jun 03, 2015 14:15
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The word philosophy sounds high-minded, but it simply means the love of wisdom. If you love something, you don't just read about it; you hug it, you mess with it, you play with it, you argue with it.
- Hugh Jackman
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anonym551653
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anonym551653
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drumstep wrote:I vote for 1.1, 2.2, 3.2, and 4.1. I agree
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volf
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volf
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I agree with the others except three... I like 3.1 better idk why... Im obviously in the minority!!!
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