Ahriman
Tyrant
Hunters and Rangers.
Current base units:
Hunter skirmish troop:
Recon unit.
Strength 3, can use bronze weapons, can use wartats. 2 moves.
Cargo space 1 (can carry birds).
Can see hidden animals.
Can build camp and corral.
-30% city strength.
Better results from tribal villages.
+50% vs animals.
Hammer cost: 40
Ranger skirmish troop:
Recon unit.
National unit (limit 10).
Strength 4, can use bronze and metal weapons.
Cargo space 1 (can carry birds).
Can see hidden animals.
-30% city strength.
Better results from tribal villages.
Can move through impassable terrain.
+50% vs animals.
Hammer cost 150:
These units are too weak, and ranger is too expensive (a *knight* is 180 hammers). They also lack flavor, being identical for all factions, and they still need metal weapons, which means that there is no unit line with non-national-limited units that doesn't rely on metals.
I propose instead two types of units; a "civilised" version which is represents skirmisher troops that fight as part of a main battle line, and are used to weaken enemy troops before a fight.
And a "terrain" version, which gets terrain bonuses and various other bonuses in the wild, but gets a city penalty.
All of the versions (apart from a couple of beast units) are recon units; they get standard recon unit promotion lines, and cannot pillage.
THere are a few question marks, where I'm not quite sure what should fit; hopefully we can fill these in following some feedback.
New base types:
Recon promotions:
UU versions: (Note that not all versions are supposed to be equally powerful; balance is done at a faction level, recon units are stronger for some factions and weaker for others.)
These units are mostly consistent with previous versions, but over-ride previous versions in a few details. Its easier to just go back to this thread for these units rather than me trying to edit every other design thread separately.
Thoughts?
Suggestions for more flavorful/canon names obviously also very welcome.
Current base units:
Spoiler :
Hunter skirmish troop:
Recon unit.
Strength 3, can use bronze weapons, can use wartats. 2 moves.
Cargo space 1 (can carry birds).
Can see hidden animals.
Can build camp and corral.
-30% city strength.
Better results from tribal villages.
+50% vs animals.
Hammer cost: 40
Ranger skirmish troop:
Recon unit.
National unit (limit 10).
Strength 4, can use bronze and metal weapons.
Cargo space 1 (can carry birds).
Can see hidden animals.
-30% city strength.
Better results from tribal villages.
Can move through impassable terrain.
+50% vs animals.
Hammer cost 150:
These units are too weak, and ranger is too expensive (a *knight* is 180 hammers). They also lack flavor, being identical for all factions, and they still need metal weapons, which means that there is no unit line with non-national-limited units that doesn't rely on metals.
I propose instead two types of units; a "civilised" version which is represents skirmisher troops that fight as part of a main battle line, and are used to weaken enemy troops before a fight.
And a "terrain" version, which gets terrain bonuses and various other bonuses in the wild, but gets a city penalty.
All of the versions (apart from a couple of beast units) are recon units; they get standard recon unit promotion lines, and cannot pillage.
THere are a few question marks, where I'm not quite sure what should fit; hopefully we can fill these in following some feedback.
New base types:
Spoiler :
“City” factions get skirmisher warband and ranger warband. Beast bonus, withdraw chance. City attack penalty. None of the other bonuses.
None get cargo space; eliminate hawk units.
__ Skirmisher warband (eg: Bretonnian Skirmisher Warband).
Strength 4. No metal weapons. Can use wartats. 2 moves.
Better results from tribal villages.
+50% vs beasts.
+20% withdraw chance.
-20% city attack.
Hammer cost: 50.
___ Ranger warband. (eg Bretonnian Ranger Warband)
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see invisible units
Can build camp and corral.
Better results from tribal villages.
+50% vs beasts.
+30% withdraw chance.
-10% city attack.
Hammer cost: 140.
“Terrain” factions get hunter troop and ranger troop. Beast bonus, Animal bonus, terrain bonus, can see hidden animals, can build camp and corral, can move through impassable terrain, city strength penalty.
___ Hunter troop (Eg: Amazonian Hunter troop)
Strength 4. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals.
Can build camp and corral.
-30% city strength.
Better results from tribal villages.
+50% vs animals.
+50% vs beasts.
+20% ___terrain strength.
Hammer cost: 50.
___ Ranger troop (Eg: Amazonian Ranger troop).
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals.
Can see invisible units
Can build camp and corral.
-30% city strength.
Better results from tribal villages.
Can move through impassable terrain.
+50% vs animals.
+50% vs beasts.
+20% ____ terrain strength.
Hammer cost: 140.
None get cargo space; eliminate hawk units.
__ Skirmisher warband (eg: Bretonnian Skirmisher Warband).
Strength 4. No metal weapons. Can use wartats. 2 moves.
Better results from tribal villages.
+50% vs beasts.
+20% withdraw chance.
-20% city attack.
Hammer cost: 50.
___ Ranger warband. (eg Bretonnian Ranger Warband)
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see invisible units
Can build camp and corral.
Better results from tribal villages.
+50% vs beasts.
+30% withdraw chance.
-10% city attack.
Hammer cost: 140.
“Terrain” factions get hunter troop and ranger troop. Beast bonus, Animal bonus, terrain bonus, can see hidden animals, can build camp and corral, can move through impassable terrain, city strength penalty.
___ Hunter troop (Eg: Amazonian Hunter troop)
Strength 4. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals.
Can build camp and corral.
-30% city strength.
Better results from tribal villages.
+50% vs animals.
+50% vs beasts.
+20% ___terrain strength.
Hammer cost: 50.
___ Ranger troop (Eg: Amazonian Ranger troop).
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals.
Can see invisible units
Can build camp and corral.
-30% city strength.
Better results from tribal villages.
Can move through impassable terrain.
+50% vs animals.
+50% vs beasts.
+20% ____ terrain strength.
Hammer cost: 140.
Recon promotions:
Spoiler :
Forest camouflage. Invisible in forest, invisible in ancient forest. (requires woodsman 2)
Jungle camouflage. Invisible in jungle, invisible in deep jungle. (requires jungle native 2)
Alpine camouflage. Invisible in hills, invisible in peaks. (requires requires guerilla 2)
Arctic camouflage. Invisible in tundra, invisible in ice. (requires snowman 2).
"Ambusher" promotion; unit gains the "Stage ambush" spell and the "Reveal" spell.
"Ambushing" promotion turns the unit invisible, grants hidden nationality, and is removed after combat.
"Stage ambush" spell: takes 2 turns to cast (like FFH bloom). Unit gains the "Ambushing" promotion.
"Reveal" spell: removes the "Ambushing" promotion. (AI will never cast this spell).
Guerilla, Snowman, Woodsman, Jungle native promotions as current.
(Fix bug: snowman 2 currently gives jungle/forest bonus!).
Jungle camouflage. Invisible in jungle, invisible in deep jungle. (requires jungle native 2)
Alpine camouflage. Invisible in hills, invisible in peaks. (requires requires guerilla 2)
Arctic camouflage. Invisible in tundra, invisible in ice. (requires snowman 2).
"Ambusher" promotion; unit gains the "Stage ambush" spell and the "Reveal" spell.
"Ambushing" promotion turns the unit invisible, grants hidden nationality, and is removed after combat.
"Stage ambush" spell: takes 2 turns to cast (like FFH bloom). Unit gains the "Ambushing" promotion.
"Reveal" spell: removes the "Ambushing" promotion. (AI will never cast this spell).
Guerilla, Snowman, Woodsman, Jungle native promotions as current.
(Fix bug: snowman 2 currently gives jungle/forest bonus!).
UU versions: (Note that not all versions are supposed to be equally powerful; balance is done at a faction level, recon units are stronger for some factions and weaker for others.)
Spoiler :
In all cases, scout upgrades to hunter upgrades to ranger. All units are recon units unless otherwise specified.
Amazonia:
Gets standard “terrain” versions.
Jungle/deep jungle strength.
Beasts of Chaos:
?
Maybe the Ranger should have a lower bonus vs beasts, but start with the beast-taming promotion (captures beasts that it kills).
Brettonnia:
Gets standard “city” versions.
Lamia:
?
Estalia:
Gets standard “city” versions.
Cathay:
Gets standard “city” versions.
Araby:
Gets standard “terrain” versions.
Desert strength.
Ironclaw Orcs:
Orc skirmishers (replaces hunter). Gets standard "city" version, but with -10% withdraw chance.
Sneaky Gitz (replaces ranger). Gets standard city version.
Khazukan (dwarf):
Gets standard “terrain” versions.
Hills strength.
Ind:
Gets standard “Terrain” versions.
Jungle/deep jungle strength.
Nekehara:
Kislev:
Gets standard “terrain” versions.
Tundra/ice strength.
Lustria:
Gets standard “terrain” versions.
Jungle/deep jungle strength.
Nippon:
Gets standard “city” versions.
Norsca:
Gets stanrd “terrain” versions.
Tundra/ice strength.
Sylvanian:
Dire Wolves (replaces hunter skirmish troop)
Strength 4. No metal weapons or wartats
+50% vs animals.
+25% vs mounted units.
Beast unit, not recon. 3 moves.
Hammer cost: 55.
Crypt Ghouls
Strength 6. No metal weapons or wartats. 2 moves.
Starts with undead promotion.
Starts with cannibalize promotion.
+20% withdraw chance.
Hammer cost: 140
Asrai (wood elf)
Gets “terrain” versions.
Forest/ancient forest strength.
But additional +20% withdraw chance.
Asrai Scout troop (replaces Hunter)
Waywatcher (replaces ranger).
Asur (high elf):
Band of Shadowwariors (replaces hunter)
Same as standard "terrain" version, but no terrain affinity. Instead, starts with the "Ambusher" promotion.
Band of Shadowwalkers (replaces ranger).
Same as standard "terrain" version, but no actual terrain affinity. Instead, starts with the "Ambusher" promotion.
Crooked Moon (goblin):
Night goblin skirmishers
Strength 3+1 poison. No metal weapons. Can use wartats. 2 moves.
Better results from tribal villages.
+50% vs beasts.
+30% withdraw chance.
+10% hill strength.
+25% poison resistance.
Hammer cost: 50.
Night goblin rangers.
Strength 4+2 poison. No metal weapons. Can use wartats. 2 moves.
Can see invisible units
Can build camp and corral.
Better results from tribal villages.
+50% vs beasts.
+30% withdraw chance.
+10% hills strength
+25% poison resistance.
Hammer cost: 140.
Dawi Zharr (chaos dwarf):
?
Druichii (dark elf)
Hunter??
Band of Shades. (replaces ranger)
Same as "terrain" version, but instead of a terrain affinity starts with the "ambusher" promotion.
Empire:
Gets standard “city” version.
Hobgoblin Khans:
Hung:
Gets standard terrain versions (plains)
Kislev:
Standard terrain version.
Tundra/ice bonus.
Kurgan:
Gets “terrain version”
Ice/tundra strength.
But additional +10% withdraw chance.
Ogres:
?
Tilean Estates:
Gets standard “city” version.
UnderEmpire (skaven):
Night runners
Strength 3/2+1 poison. No metal weapons. Can use wartats. 2 moves.
Better results from tribal villages.
+20% withdraw chance.
Production doubled with Skaven Warrens.
Hammer cost: 45.
(Remember that the Skaven racial promotion gives a +10% withdraw chance)
Gutter Runners
Strength 4/3+2 poison. No metal weapons. Can use wartats. 2 moves.
Can see invisible units
Invisible.
+20% withdraw chance.
Hammer cost: 150.
Amazonia:
Gets standard “terrain” versions.
Jungle/deep jungle strength.
Beasts of Chaos:
?
Maybe the Ranger should have a lower bonus vs beasts, but start with the beast-taming promotion (captures beasts that it kills).
Brettonnia:
Gets standard “city” versions.
Lamia:
?
Estalia:
Gets standard “city” versions.
Cathay:
Gets standard “city” versions.
Araby:
Gets standard “terrain” versions.
Desert strength.
Ironclaw Orcs:
Orc skirmishers (replaces hunter). Gets standard "city" version, but with -10% withdraw chance.
Sneaky Gitz (replaces ranger). Gets standard city version.
Khazukan (dwarf):
Gets standard “terrain” versions.
Hills strength.
Ind:
Gets standard “Terrain” versions.
Jungle/deep jungle strength.
Nekehara:
Kislev:
Gets standard “terrain” versions.
Tundra/ice strength.
Lustria:
Gets standard “terrain” versions.
Jungle/deep jungle strength.
Nippon:
Gets standard “city” versions.
Norsca:
Gets stanrd “terrain” versions.
Tundra/ice strength.
Sylvanian:
Dire Wolves (replaces hunter skirmish troop)
Strength 4. No metal weapons or wartats
+50% vs animals.
+25% vs mounted units.
Beast unit, not recon. 3 moves.
Hammer cost: 55.
Crypt Ghouls
Strength 6. No metal weapons or wartats. 2 moves.
Starts with undead promotion.
Starts with cannibalize promotion.
+20% withdraw chance.
Hammer cost: 140
Asrai (wood elf)
Gets “terrain” versions.
Forest/ancient forest strength.
But additional +20% withdraw chance.
Asrai Scout troop (replaces Hunter)
Waywatcher (replaces ranger).
Asur (high elf):
Band of Shadowwariors (replaces hunter)
Same as standard "terrain" version, but no terrain affinity. Instead, starts with the "Ambusher" promotion.
Band of Shadowwalkers (replaces ranger).
Same as standard "terrain" version, but no actual terrain affinity. Instead, starts with the "Ambusher" promotion.
Crooked Moon (goblin):
Night goblin skirmishers
Strength 3+1 poison. No metal weapons. Can use wartats. 2 moves.
Better results from tribal villages.
+50% vs beasts.
+30% withdraw chance.
+10% hill strength.
+25% poison resistance.
Hammer cost: 50.
Night goblin rangers.
Strength 4+2 poison. No metal weapons. Can use wartats. 2 moves.
Can see invisible units
Can build camp and corral.
Better results from tribal villages.
+50% vs beasts.
+30% withdraw chance.
+10% hills strength
+25% poison resistance.
Hammer cost: 140.
Dawi Zharr (chaos dwarf):
?
Druichii (dark elf)
Hunter??
Band of Shades. (replaces ranger)
Same as "terrain" version, but instead of a terrain affinity starts with the "ambusher" promotion.
Empire:
Gets standard “city” version.
Hobgoblin Khans:
Hung:
Gets standard terrain versions (plains)
Kislev:
Standard terrain version.
Tundra/ice bonus.
Kurgan:
Gets “terrain version”
Ice/tundra strength.
But additional +10% withdraw chance.
Ogres:
?
Tilean Estates:
Gets standard “city” version.
UnderEmpire (skaven):
Night runners
Strength 3/2+1 poison. No metal weapons. Can use wartats. 2 moves.
Better results from tribal villages.
+20% withdraw chance.
Production doubled with Skaven Warrens.
Hammer cost: 45.
(Remember that the Skaven racial promotion gives a +10% withdraw chance)
Gutter Runners
Strength 4/3+2 poison. No metal weapons. Can use wartats. 2 moves.
Can see invisible units
Invisible.
+20% withdraw chance.
Hammer cost: 150.
These units are mostly consistent with previous versions, but over-ride previous versions in a few details. Its easier to just go back to this thread for these units rather than me trying to edit every other design thread separately.
Thoughts?
Suggestions for more flavorful/canon names obviously also very welcome.