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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.
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Ch. 2-1: Scottsman and The Khraleans
As I went out, I crashed into another soldier. As I look up to his face, he is really tall,
nearly twice as tall and he's very muscular, but I glanced is that he has a insignia of a Dark Soul. It looks like he's a part of us, but as I look at him further, he interrupted in a rough voice- [Man] "Ey, whae ya doin here?! No wimp shouldn' be here in this are--!" But as he stop, he saw the same Dark Soul insignia in my left arm- [Man] "Ey, why're's a wimp wearin tae insignia en'ere?! Cae som'one needin a explainin here?!" But then, an announcement rang- [Announcer] "Colonel Scottsman, please report to the battefield immediately, (repeat)", I assume he's Colonel Scottsman. [Scottsman] "Ugh, I'll be back en yu'll be needin som explainin, ye wimp!", and he walked away. Though it was some major misunderstanding, but I followed second and went to an infantry regiment. As I got outside, a marine asked- [Marine1] "Sir, what are your orders?", [Valkyrie] "Soldier, give me the battle plans immediately". As he gave me one and I opened it- [Valkyrie] "So what is the initial plan here?", [Marine1] "Sir, the plan is that Colonel Scottsman will be holding the frontlines until we capture the bases. Our tank battalion isn't ready yet though", [Valkyrie] "I think it's best to capture those bases as soon as possible before the big fight comes, that way the Khraleans won't be able to hold a grip on us [Marine1] "as you wish, sir".
January 20 XXXX, 06:00. After I saw the plans, we immediately move out and capture the northeastern base. During the walk, a soldier asked me if I would be too weak to fight- [Valkyrie] "Soldier, I won't be here if I was that, I had 3 years of intense training, would that answer your question?", [Marine2] "ok sir, we won't let you down", I hope so. As we reach the base, we immediately captured it without any opposition, then we head out to the southwestern base near the frontlines. 07:00, we met with Scottsman's tank battalion. I can already hear his very loud voice half a mile from here, *shudder*, good thing I wasn't part of his battalion. A soldier asked me if I was fine, I replied with a yes. Then suddenly, I feel a small earthquake and I alerted the entire regiment, but then, there was a crack under my feet and I hopped back in response, it was an Underling! I immediately killed it. As I look around, half of the regiment were already struggling and some managed to get out, but the rest were already dead.
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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.
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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.
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Hi guys, I made 3 new maps:
-Leyte Gulf:
The largest naval battle in history, sets in Leyte Gulf, Philippines. The usage of ships are important in this map, but there are major chokepoints to cover if you want to win. The vast forests make ground heavies nearly useless, so try not to buy too many. Set your sails, mate!
-El Alamein:
A desert town in El Alamein, Africa made one of the turning points in WWII. The desert center is nearly inhabitable for infantry so, ground heavies are the stars of the map with some naval support from the north. 2 Chokepoints centralize this map, so quick, effective tactics are important. Better bring tons of water, ok.
-Kursk/Prokhorovka:
The largest tank battle and dogfight in WWII history. Ground heavies and aerial units will clash against each other until the end. Load your weapons, guys!
You're welcome to give me feedbacks and suggestions on how can those maps be fair. I won't drastically change the maps for historical accuracy and my goal for these maps are to become tournament maps :)
Have fun :)
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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.
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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.
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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.
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true, I didn't have enough concentration to make a complete part of this story, I'll make a little backstory on the initial part, I just needed more time concentrating, then I'll edit the "delay" reply into a second part.
I got so much to do, my tanks, Vainglory, FWT (you'll see them all in my profile), my projects, 18+ of them (currently just doing my starter project)-- you know what I mean right?
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lol, I'd imagine having 10 marauders just stomping a single ant to death XD
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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.
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As I went along to their armored truck, it was really silent and no Marine would speak. I ask what was the point for, but– [Marine] "I'm sorry sir, but it's very confidential until they interrogate you", I guess so.. After 3 hours of travel, we stopped at a secret base and they put a blindfold on me for security reasons. As we walk along the way, I hear some unsettling things in some rooms, then we entered the interrogation room and they put out my blindfold once we got in and they interrogated me and told me that they want my prodigious flying skills. Sure I only used it for quick trips to the market, but I think they might have saw my encounters with the several Swarmers I singlehandedly killed real quick for weekly self defense. The only person taught me how to fly at the age of 5 was my father, who is currently missing, but at age 13, he began to teach me how to defend myself with various weapons in his hidden arsenal. Another part was off-topic, they speak about my uncanny appearance because I really look like my mother; petite (though I am slightly taller than her), long hair tied in a ponytail-- you know what I mean, right? (note: Valkyrie looks like that character in my profile pic, minus the female chest and his hair is a bit longer) For the final part of the interrogation, they told about their top secret program called "The Dark Souls", a Super Soldier program that trains prodigies into the Sapien's last hopes.The training would lasts 3 years to complete and I also need to keep it as secret to everyone, even with fellow soliders, but not with other Dark Souls as they already went there. They told me that "I must be up to it or else", which I'd have to agree with them.
3 Years later, I am now a full-pledged Dark Soul and here I am, in a battlefield. It's not really that bad as it seems, except if we're fighting the Khraleans, which were notorious for chopping-off Marine heads as they get near. Then suddenly, a man made a distress signal [Man on Radio] "Ey! Tae frickin' bugs ar comin' again, I need mor tanks there, now!!" Though, I believe that those tanks won't help him against burried Underlings, I decided to rush for aid and grabbed a rifle. A commander interrupted me- [Commander] "Hey Valkyrie, what are you doi--" but he stopped and touched his ear piece- [Commander] "nevermind". That was strange, but nevertheless, I continued to rush for aid.
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Hi guys, I have a story for you guys. It's about a Sapien super soldier codenamed "Valkyrie", we don't know what's his name or what's his background, but one thing for certain, he is an ace pilot and rides a special helicopter in battle. He will find out how this "Uniwar" started.
The story:
Ch. 1: The Revelations Unfold
My codename is Valkyrie. I'd like to tell my fellow soldiers my real name, but it's confidential and the Sapien government tracks my actions (but I could them them my past life if I had the time) as I am a secret super ace pilot of the Sapien race. Before I got into this mess, my mother never wanted me to go to the military and want me to stay with her and live a household life. We live in a nice house with a beautiful scenery high in the mountains. It was really quiet, yet calming there with a handful of neighbors to talk with. But one day the Sapien military came to the house and demanded me to join them or face the eternal consequences. Our neighbors were really curious but the military kept the silence for a while. Eventually, I had no choice, but to join them and do what they say, but before I come along, my mother wants to say "some goodbyes in my bedroom". The Sapien military agreed and allowed us to do so for 3 minutes. As we went to my bedroom, my mother looks down the stairs if there are any soldiers following us, but none of them did, then she locked the door and took out her necklace and hang it to a wall hangar. The necklace began to glow as a trap door opened and a ladder went down, leading to a small, hidden attic. We climbed up and up there's a small chest inside, storing a very old key and she takes it. [Mother] "There is something I need to tell you, my son. Your father wanted to give you this once you've grown up and in case he has gone missing. This is a key to a revelation that holds the secret behind this war of ours. Now go, Li--". Suddenly, a soldier knocked on the door, see if everything was fine, we both said with a yes. [Mother] "May this key keep you from harm" as we part away and I come along with the military.
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I now find it difficult to combat krals as they'll heal 2 hp and deal little damage to helis, which will even out kral's aerial casualties, plus fighting their numbers will eventually be a defeat in a way, is there a new strategy against them?
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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.
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