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Heavy infantry idea
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FuzzyEukaryote

Messages: 32,
Joined: Oct 26, 2016,
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FuzzyEukaryote

Messages: 32,
Joined: Oct 26, 2016,
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Another idea for new units: an infantry with 2 actions per turn, 6 movement points and no attack after move (like walker and battery).

Perks: 2 mountain tiles or 4 plains per turn. Can attack then retreat (if they start next to enemy).

Cons: any unfavorable terrain will slow them down a lot. (Desert, bases, swamp, mountain each take their entire allotment of movement points). Lower threat range due to no attack after move.

This might fit best as a heavy infantry rather than the standard infantry.

Approximate stats:
Ground light
Cost: 150 (might need to be 175 or lower stats lightly)
Movement: 6
GL: 8
GH: 6
Air: 5
Aqua: 6
Defense: 6
Actions per turn: 2
Heal per turn: 1
No attack after move

Some fluctuation in stats might also be needed depending on which existing or new race this unit joins.

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LkASr

Messages: 752,
Joined: Sep 24, 2015,
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LkASr

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Joined: Sep 24, 2015,
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great for defense, but sucks in large maps where they'll get camped a lot by artillery. The unit's design is very focused on counterattacks vs melee imo

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Duaneski

Messages: 1019,
Joined: Nov 27, 2015,
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Duaneski

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The option of two attacks makes them a potential heavy hitter that opponents would have to consider carefully ending a turn near.

I like the design a lot.

I made two similarly themed units in my fobos race, but now realize your version w the no move after attack is a great idea!!

Protoman Upgrade - Megaman
Can not capture
GL
Upgrade cost - 250 (total 600 cost)
Actions per turn: 3
Mobility 6
Vision 3
GL 8
GH 6
Aerial 5
Aq 7
Range 1
Defense 9
Repair 1
Move after attack 4
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