Ram Crusher

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Tankhead
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Ram Crusher

Post by Tankhead » Wed Oct 10, 2018 7:44 pm

Another name for battering Ram
This one is much better than humans.
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Screenshot_2018-10-10-14-38-56-1.png (241.72 KiB) Viewed 79 times
I think this should have better stats then normal battering ram with maybe higher capacity(4)
- units attacking from within is debatable

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Tankhead
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Re: Ram Crusher

Post by Tankhead » Wed Oct 10, 2018 7:45 pm

And NO maka
This doesn't require gnomes to make this
If humans can make this so can dwarfs

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StormSaint373
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Re: Ram Crusher

Post by StormSaint373 » Wed Oct 10, 2018 7:58 pm

Stats

Cost: 8
Hp: 150
Attack: 10
Range: 1
Armor: 7
Pierce: 9
Speed: 2
Vision: 2
Action/turn: 1
Spell Resistance: 100%
Carry Capacity: 4 (units may perform actions within confines of the ram, casting, buffing, shooting, etc)

Qualities: buildable, Flammable, immune to poison

Bonuses: vs buildings 500% Castles 1000%
Baseline: can be revised.
Beware the calm before the Tempest, FOR THE WICKED SHALL BE SMITTEN BY THE SAINTS OF THE STORM!!!

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Tankhead
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Re: Ram Crusher

Post by Tankhead » Wed Oct 10, 2018 8:37 pm

Now lets think on this
4 capacity and units inside can perform actions
Imagine riflemen or archers getting protected by this thing.
7/9 armor and 150 Hp with 4 capacity
Id say remove units attacking from inside

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StormSaint373
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Re: Ram Crusher

Post by StormSaint373 » Wed Oct 10, 2018 8:41 pm

Wait! you said that the dwarves should get better that humans in this regard...

1. Speed is 2
2. If ram is destroyed, 3 units die in wreck
3. Maybe a "buttoned up" mode, no move but allows actions from within ram.
Beware the calm before the Tempest, FOR THE WICKED SHALL BE SMITTEN BY THE SAINTS OF THE STORM!!!

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StormSaint373
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Re: Ram Crusher

Post by StormSaint373 » Wed Oct 10, 2018 8:55 pm

Also note, Rams, including this one, are vulnerable to cavalry, fire and Artillery.
Beware the calm before the Tempest, FOR THE WICKED SHALL BE SMITTEN BY THE SAINTS OF THE STORM!!!

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Tankhead
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Re: Ram Crusher

Post by Tankhead » Wed Oct 10, 2018 8:58 pm

I did say better but 7/9 armor with 150 Hp and 4 unit capacity WITH units attacking inside is alot
And dwarf builders are the best so I can easily see this being indestructible or super hard to take down if you brought builders to back up this siege

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StormSaint373
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Re: Ram Crusher

Post by StormSaint373 » Wed Oct 10, 2018 9:07 pm

And true strategists are needed to rip this ram apart :D

But there are numerous ways of easily dispatching the Ram.

Cav, Giants, focused fire via archers, curse, kill the builders, infantry bog, etc.
Beware the calm before the Tempest, FOR THE WICKED SHALL BE SMITTEN BY THE SAINTS OF THE STORM!!!

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Tankhead
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Re: Ram Crusher

Post by Tankhead » Wed Oct 10, 2018 10:24 pm

Depending on what units are inside all those troops are easily counterable

What about instead of troops attacking inside, instead can shoot a cannonball

It would be like ghost ship cannon ball ( of course with cooldown and all )

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makazuwr32
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Re: Ram Crusher

Post by makazuwr32 » Thu Oct 11, 2018 5:05 am

Definately no for attacking from inside.

In general i like this idea.

As for stats:
1. Too high hp and normal armor. It must be lowered.
2. Too high carry capacity. They must be transportable by wagons and i think it is not so good idea to give dwarves ability to transport via 1 wagon 15 (!!) units (3 battering rams and 12 units inside them).
3. Definately no for attack from inside especially if it is transportable by wagons because you can get one wagon with 12 units who can attack from one space.
4. No suggested construction bonus.

I suggest next stats:
Cost - 6 turns, trainable at tc, siege workshop (if implemented), can be constructed by any dwarven workers.
Hp - 120
Attack - 10
Range - 1
Armor - 4/180 (nearly same as normal ram of humans has but with better normal armor)
Speed - 2
Sight - 4
Carry capacity - 3 (units inside can't perform any actions)
Spell resistance - 100%
700% bonus to buildings, towers, walls, 2500% bonus to mega buildings. (Same as normal human ram's ones).
Construction rate: -30% (with this rate it can be constructed by normal dwarven workers for 18 actions)
Mend rate: -30%

Can be transported by wagons and zeppelin carriers.
Prefered AoS games: AoS, AoF (humans, elves, orcs, dwarves)
Nature Defenders: Recruting

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Savra
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Re: Ram Crusher

Post by Savra » Thu Oct 11, 2018 5:10 am

You know, if siege workshop doesn't get added we could just put these in the dwarven craftsmen areas.

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makazuwr32
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Re: Ram Crusher

Post by makazuwr32 » Thu Oct 11, 2018 5:30 am

Actually good idea for this exact unit but i don't know where to put their mortar and cannoneer.
Apart from their kingdom.
Prefered AoS games: AoS, AoF (humans, elves, orcs, dwarves)
Nature Defenders: Recruting

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Tankhead
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Re: Ram Crusher

Post by Tankhead » Thu Oct 11, 2018 5:32 am

Can you compare this with human battering Ram

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Savra
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Re: Ram Crusher

Post by Savra » Thu Oct 11, 2018 5:34 am

Mortar could probably be in the craftsmen area or shooting range (people bring all kinds of guns at the shooting range.) Cannoneer would probably be similar.

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makazuwr32
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Re: Ram Crusher

Post by makazuwr32 » Thu Oct 11, 2018 5:38 am

Human ram:
5 turn cost, trainable at tc, can be constructed by workers
Hp - 100
Attack - 5
Armor - 0/180
Speed - 2
Sight - 4
Spell resist - 100%
Carry capacity - 2 (units can't perform actions from inside)
700% bonus to buildings, towers, walls, 2500% bonus to mega buildings.
Construction rate: 0% (they construct their ram for 11 actions without ambidextria and for 8 with it but they can't increase construction speed via double strike onto their workers)
Mend rate: -30%
Can be carried via wagons.
makazuwr32 wrote:
Thu Oct 11, 2018 5:05 am
Dwarven ram:
Cost - 6 turns, trainable at tc, siege workshop (if implemented), can be constructed by any dwarven workers.
Hp - 120
Attack - 10
Range - 1
Armor - 4/180 (nearly same as normal ram of humans has but with better normal armor)
Speed - 2
Sight - 4
Carry capacity - 3 (units inside can't perform any actions)
Spell resistance - 100%
700% bonus to buildings, towers, walls, 2500% bonus to mega buildings. (Same as normal human ram's ones).
Construction rate: -30% (with this rate it can be constructed by normal dwarven workers for 18 actions)
Mend rate: -30%

Can be transported by wagons and zeppelin carriers.
Prefered AoS games: AoS, AoF (humans, elves, orcs, dwarves)
Nature Defenders: Recruting

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Tankhead
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Re: Ram Crusher

Post by Tankhead » Thu Oct 11, 2018 5:50 am

18 turns for a worker to build it??
Would rather produce it then waste that many turns

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makazuwr32
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Re: Ram Crusher

Post by makazuwr32 » Thu Oct 11, 2018 7:00 am

Not turns. Actions.

Dwarven worker has 2 actions.
If under double strike buff 3 actions. One worker under constant double strike can build this for 6 turns. 3 workers under constant double strike buff (and on open place one alchemist can easily support 3 workers constantly with double strike) can construct for 2 turns.
Also if you will use not workers but engeneers than double construction speed (they have 20 mend rate). If to be more correct than dwarven engeneer solo need 10 actions (AGAIN. ACTIONS, NOT TURNS!) to fully produce one that ram. Under buff of double strike he can produce it in 4 turns (finish construction and begin new one).

Humans need for same speed 4 workers and ambidextria research.
Prefered AoS games: AoS, AoF (humans, elves, orcs, dwarves)
Nature Defenders: Recruting

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Tankhead
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Re: Ram Crusher

Post by Tankhead » Thu Oct 11, 2018 7:15 am

Ah ok
This will be a perfect shelter from archers

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