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New Race Idea: Pyreans, Masters of Land and Air
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LkASr

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LkASr

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Here's a new race idea:

New Race: Pyreans

Description: They are a race of fire and magma from down under and the heavens above and live like an epic and praise the sun and the planet as the God of Light and Goddess of Life. They sought to eliminate any hostilities near their homes and maintain peace. They mainly consist of glass cannons and stone walls. They don't have a sea unit, but their superior amount of air units make up for it, creating a renewed dynamics in strategy, captured harbors are treated as impenetrable walls for 5 turns. They can't convert, but can't be converted in return (they'll just burn them :D )


Unit list and Summary:

Ground Lights:

Pyrrior: Basic Pyrean infantry, can dish out damage, but has low defense. Can move like an air unit on both land and sea while still having terrain bonuses and penalties. Costs 100 credits

Wisp: A healing spirit that can inflict radiant fire to both allied and hostile units. Costs 200 credits

Shifter: A Pyrean specialist that can fly and bury and attack with splash damage, can't be countered, but can't counter in return. Only receives defense bonuses from terrains.
Costs 250 credits

Ground Heavies:

Pyre Snake: A recon ground heavy that has unmatched off-road maneuverability, has weak offense but additional range and no terrain penalties make up for it. Costs 250 credits

Magma Golem: The backbone of any Pyrean force, a tank that can't be affected by gangup bonuses and has additional gangup bonus when following up. Costs 450 credits

Slinger: A volcanic creature that slings out small deadly eruptions that reaches farther than a Walker ( :D ) and can fight back. Costs 650 credits

Aerial:

Phoenix Rider: Epic riders that soar through the skies, if they're adjacent to each other, they can repair faster. Costs 450 credits

Blaze Terror: Small, cute, rocky creatures that will explode on contact, will always deal 5 Hp (6 with Radiant Fire) to the targeted enemy upon death (don't worry, they're not really dead after, they just need to rest :) ). Costs 150 credits.


Ability Summary:

Radiant fire: If an allied unit has Radiant fire, it will regenerate 1 Hp per turn and if an enemy unit is hit with Radiant Fire, it will lose 1 Hp per turn. Status effect lasts 3 turns. Enemies with Radiant Fire receive 1 Hp damage more from attacks, but not from counterattack. Radiant Fire targets anything in a 3-tile aoe range, has a 15 turn cooldown.

Further unit summaries are to be posted with each of my replies.

This message was edited 8 times. Last update was at Feb 28, 2016 04:12

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Apercent

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Apercent

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It really depends on damage stats. For that kind of a cost, the artillery sounds OP. But it might have no aerial damage for everything. I'd suggest posting units separately if you do decide to give stats

I like radiant fire and phoniex riders and shifters.


This message was edited 3 times. Last update was at Jan 14, 2016 10:39

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LkASr

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LkASr

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Unit Information: Pyrrior

Cost: 100
Mobility: 9
Vision: 4
Type: Ground Light

Attack:

-Ground Light: 7
-Ground Heavy: 4
-Aerial: 3
-Aquatic: 3

Attack Range: 1

Defense: 4

Capture Base: Yes
Attack after move: yes
Repair: +1
Action/Turn: 1
Special Ability: Flight (can move like an aerial unit)

This unit can dish out all the damage, but at a cost of defense, which is succeptible against units with anti-personnel capabilities, but its wings and high vision can bring itself back to safety. Use this unit in a group to deal greater damage against unprepared enemies.

This message was edited 7 times. Last update was at Feb 17, 2016 06:56


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Apercent

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Apercent

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That doesn't sound bad
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Duaneski

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Duaneski

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  LkASr wrote:Unit Information: Pyrrior

Cost: 100
Mobility: 9 11
Vision: 5 3
Type: Ground Light

Attack:

-Ground Light: 7 6
-Ground Heavy: 4 3
-Aerial: 4 0
-Aquatic: 3 2

Attack Range: 1

Defense: 4 5

Attack after move: yes
Repair: +1
Action/Turn: 1
Special Ability: Flight (can move like an aerial unit)

This unit can dish out all the damage, but at a cost of defense, which is succeptible against units with anti-personnel capabilities, but its wings and high vision can bring itself back to safety. Use this unit in a group to deal greater damage against unprepared enemies.


I put the underlings stats next to your stats for comparison sake. I don't believe your unit is balanced given the advantage of flight ... Maybe losing another point in defense, or not having as good of terrain bonuses? Tho it can't bury.. I just think the stats may be a bit high. But that could change depending on what the rest of your race brings to the table
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Duaneski

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Duaneski

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Btw wanted to say I love the style and basic theme of your army.

For the slinger are you thinking it will have like a range of 5-6? Or is it gonna be 1-6 with weak stats to compensate ?
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LkASr

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LkASr

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Unit Information: Wisp

Cost: 200
Mobility: 7
Vision: 2
Type: Ground Light

Defense: 0

Capture Base: Yes
Attack after move: Yes
Repair: x2 ; +1 (w/out another wisp)
Action/Turn: 1
Special Force: Radiant Fire

The Wisp can bring relief to your allies and detriment to your enemies, however it is very defenseless by itself.

The ability Radiant Fire affects everything within a 3-tile range and has a 15-turn cooldown. Allies affected by Radiant Fire are healed by 1 Hp per turn while Enemies affected by it will be damaged by 1 Hp per turn and will receive 1 more Hp damage when attacked, but aren't affected when counterattacked, Status effect lasts 3 turns. Use the Wisp as a relief unit when you and your allies are having problems against enemies.

This message was edited 3 times. Last update was at Feb 24, 2016 13:33


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Apercent

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Apercent

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I like it so far. I think flight should at least get a charge up and or cool down to keep it from being OP.

This message was edited 2 times. Last update was at Jan 15, 2016 20:03

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LkASr

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LkASr

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Unit Information: Shifter

Cost: 250
Mobility: 9
Vision: 4
Type: Ground Light

Defense: 4

Capture Base: Yes
Attack after move: Yes
Repair: +1
Action/Turn: 1
Special Ability: Flight, Bury, Vampire

This unit will always deal 2 Hp (3 with Radiant Fire) within a 1-tile aoe. It can't be countered, but can't counter in return, so be careful. In compensation, it can fly and bury and can also heal 1 hp for each unit it kills. Use this unit's versatility in a group to shift the situations of battles.

note: Burried Shifters don't gain any attack bonuses from emerging and gangups.

This message was edited 3 times. Last update was at Feb 20, 2016 07:39


Never surrender when you still have the chance.
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LkASr

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LkASr

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Unit Information: Pyre Snake

Cost: 250
Mobility: 12
Vision: 5
Type: Ground Heavy

Attack:

-Ground Light: 7
-Ground Heavy: 5
-Aerial: 4
-Aquatic: 2

Attack Range: 1-2

Defense: 7

Attack after move: Yes
Repair: +1
Action/Turn: 1

Terrain Cost and Bonuses:

Plains: 3 ; 0 , 0
Desert: 3 ; 0 , 0
Forest: 4 ; 0 , 0
Swamp: 4 ; 0 , 0
Base: 4 ; 0 , 0
Harbor: 3 ; 0 , 0

This unit is excellent at commiting guerrilla warfare, as it will never be penalized by the environment alongside with unparalleled off-road maneuverability and extra range. Use this unit to force other recon units into entering hazardous environments or keep them away from it.

This message was edited 10 times. Last update was at Feb 21, 2016 01:53


Never surrender when you still have the chance.
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LkASr

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LkASr

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Unit Information: Magma Golem

Cost: 450
Mobility: 7
Vision: 3
Type: Ground Heavy

Attack:

-Ground Light: 10
-Ground Heavy: 10
-Aerial: 4
-Aquatic: 8

Attack Range: 1

Defense: 12

Attack after move: Yes
Repair: +1
Action/Turn: 1
Special Ability: Unnerved

This unit isn't affected by gangup attacks and will deal bonus gangup damage if attacking after an initiator while it is sturdy enough to hold on against incoming attacks. Use this unit in numbers to show terror unto your enemies.

This message was edited 6 times. Last update was at Feb 20, 2016 07:38


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LkASr

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LkASr

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Unit Information: Slinger

Cost: 750
Mobility: 6
Vision: 6
Type: Ground Heavy

Attack:

-Ground Light: 5
-Ground Heavy: 5
-Aerial: 5
-Aquatic: 11

Attack Range: 3-5 (2-6 with aoe)

Defense: 5

Attack after move: No
Repair: +1
Action/Turn: 1
Special Ability: Move After Attack (+3 move)

This unit has average offense against ground units on plains, but has a very long range and can fight back quite much to compensate for it while it hates aquatic units so much that it wants to demolish them as soon as possible, but that kind of grudge makes the Slinger struggle against everything else. On the upside, it can inflict splash damage upon enemies in a 0-1 tile aoe and it can still fire on an empty center area as long as there are enemies within the aoe, but it will also inflict friendly fire if allies are caught within range, but that is reduced by half (0 if only 1 Hp damage) if they have Radiant Fire status. Use this unit far away from enemies.

This message was edited 22 times. Last update was at Feb 23, 2016 02:25


Never surrender when you still have the chance.
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LkASr

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LkASr

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Unit Information: Phoenix Rider

Cost: 450
Mobility: 13
Vision: 8
Type: Aerial

Attack:

-Ground Light: 8
-Ground Heavy: 9
-Aerial: 9
-Aquatic: 8

Attack Range: 1

Defense: 8

Attack after move: Yes
Repair: +1
Action/Turn: 1
Special Ability: Pyrean Synergy, Burst Fire

This unit is quite weak by itself but is powerful in numbers and is great for scouting and moving, but keep this unit out of range against long range units. Its ability Pyrean Synergy helps boost repair rate by 1 per allied Phoenix Rider within a 1-tile radius and can inflict Burst Fire (1-turn Radiant Fire) when attacking. Use this unit as a scout and in numbers to combat anything within your army's line of sight.

This message was edited 8 times. Last update was at Feb 20, 2016 07:38


Never surrender when you still have the chance.
"I have achieved navel superiority" -myself 2017
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LkASr

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LkASr

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Unit Information: Blaze Terror

Cost: 200
Mobility: 13
Vision: 3
Type: Aerial

Defense: 0

Attack after move: Yes
Repair: + 1
Action/Turn: 1
Special Ability: Kamikaze

This cute, rocky creature will charge through anything and always deal 4 Hp (5 with Radiant Fire) to any targeted enemy with Kamikaze no matter how fortified it is, but keep in mind that it is easily killable and won't explode when killed. Use this unit as a breakthrough against heavy fortifications. Do note that Blaze Terror's suicide strength weakens by 1 (3 max) everytime it's been reduced to a certain amount of Hp (starting at 8).

This message was edited 16 times. Last update was at Feb 22, 2016 04:09


Never surrender when you still have the chance.
"I have achieved navel superiority" -myself 2017
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LkASr

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LkASr

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Quick Strategy: Blaze Terror

Those adorable creatures are the bulk of any anti-turtling campaigns, although they're impractical against lower cost units, so they're best used against higher cost units like tanks, garudas, etc. The importance of using ground lights and recons are prominent as they can prevent disasters from happening, but Blaze Terrors are fast and can traverse through anywhere with ease, so positiong said units can be diffucult (except for a more prominent swarmer spamming). "But Lk, what happens when 2 Blaze Terrors clash?", simple, both sides are killed no matter what. "But Lk, do you think this unit is OP?", actually no, once a Blaze Terror commits Kamikaze, you'll automatically lose 150 credits, yet they have no armor to protect themselves, think about unit costs, If you send 2 Blaze terrors on a Plasma Tank, you'll only gain 200 credits, which is not too much. It's best to keep them hidden and strike when the time is right.

This message was edited 7 times. Last update was at Feb 19, 2016 05:50


Never surrender when you still have the chance.
"I have achieved navel superiority" -myself 2017
All the good stuff [WoT Generals Beta Tester, Uniwar Beta Tester, Vainglory Hero Suggestions List Contributor]
Come look at my profile for more info
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