Orcs

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Alexander82
Posts: 5804
Joined: Thu Feb 26, 2015 8:18 pm

Orcs

Post by Alexander82 » Sat Mar 11, 2017 12:35 am

Orcs units

Goblin Shaman
Image
Image
stats
Cost: 3
HP 11
attack 3
range 1
Armor 0
Pierce 0
Speed 2
Sight 4
Action 1
Heal rate 10
Spell range 4
spell possibility 20%
spell resistance 50%
50% Potion
Lifelink
Troll skin (+6/+6 armor)
Troll Blood (20% HP regeneration for 5 turns) Duration 4 turns
Goblin swiftness (+1 action works on ranged too)
Disenchant

Buildable at TC, Shaman's Hut

Orc Slaver
Image
Cost 5
HP 20
Attack 20
Range 2 (Whips are very long and are considered ranged/reach weapons in most of rpgs)
Armor 2
Pierce Armor 2
Speed 3
Sight 5
Action 1
Spell range 3 (converted with the menace of being hit)
Unit conversion chance % = 60+(unit attack - target attack)*2 (we might make *5 if we want strenght to be more important in the equation)
Spell resistance 50%
Trained At Tcs, Orc Camp

Giant Marksman
Image
Cost 7
HP 30
Attack 20 (not pierce)
Range 10
Speed 2
Sight 11
Action 1
area dmg
Great bonus against buildings
Buildable at Tcs, Monster's cave (both)


Squig rider + upgrades

Squig rider
Image
Stats:
Cost:4
Hp:26
Attack:6
Armor:3
Pierce Armor:3
Speed:4
Sight:6
Action Turn:2
Spell Resistance:30%
Builders: Monster's cave, TCs
Special: Jump (2 tiles)

Elite Squig rider
Image
Stats:
Cost:4
Hp:33
Attack:8
Armor:4
Pierce Armor:4
Speed:4
Sight:7
Action Turn:2
Spell Resistance:40%
Builders: Monster's cave, TCs
Special: Jump (3 tiles)

Master Squig rider

Image
Stats:
Cost:4
Hp:40
Attack:10
Armor:5
Pierce Armor:5
Speed:4
Sight:8
Action Turn:2
Spell Resistance:50%
Builders: Monster's cave, TCs
Special: Jump (4 tiles)
Orc techs

Troll tech: Throwing
Image
Troll can change stance starting to throw spiked balls at the enemy

Orc Tech: Bloodlust (We can change the name anyway)
Image
All orcs, uruks and trolls gain the bloodlust ability.
When they kill a enemy they regenerate a amount of hp equal to their attack stat

Orc Tech: War paint
Image
Orcs, Trolls and Uruks attacks doesn't trigger a counterattack

http://www.androidutils.com/forum/viewt ... =27&t=1449

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General Brave
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Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Orcs

Post by General Brave » Thu Jun 07, 2018 2:35 am

Should I start working on these?
Wise, Might, Loyalty. Forever stands Warfell.

Stratego (dev)
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Joined: Fri Apr 25, 2014 9:28 pm

Re: Orcs

Post by Stratego (dev) » Thu Jun 07, 2018 4:54 am

General Brave wrote:Should I start working on these?
i would rather suggest working on dwarves and scaledfolks - they need techs (eg. i see dwarves has only one) scaleds idk.

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Lynx Shafir
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Joined: Mon May 28, 2018 4:24 am

Re: Orcs

Post by Lynx Shafir » Fri Jul 13, 2018 1:06 pm

I don't think Minotaurs in TC is good idea
Crusher same cost same place.
"Souls To Revive Us
Or Rot Us Away
Want For The Weary
And Death For The Sane
Cursed Yet We Listen
For Bells Left To Toll
To Fight Back The Depths Of
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Keshanius
Posts: 14
Joined: Sat Dec 24, 2016 8:06 pm

Re: Orcs

Post by Keshanius » Thu Aug 09, 2018 3:33 pm

I think minotaur is of no need with orc crusher , but minotaur is more beautiful. Also minotaur can be elven unit
Fire Javelineer spoils balance, because orcs destroy buildings and undeads with strength and giants not with fire

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Savra
Posts: 2387
Joined: Wed Aug 01, 2018 6:21 pm

Re: Orcs

Post by Savra » Thu Aug 09, 2018 3:42 pm

Minotour is more like a faster, damage dealer then orc crusher, look at them kinda like the wolf rider and raptor rider, in a way. The Minotaur has higher defense, atk, and speed compared to the crushed who has trample, and health as his advantages, so if you wanted say a fast battering ram to get to the enemy base that's on the other side of the map and building wagons just take too long you can get a minotaur, where the crushed can be used to take out fortifications closer to you.

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LordOfAles
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Joined: Tue Jul 18, 2017 12:27 pm
Location: Montenegro

Re: Orcs

Post by LordOfAles » Thu Aug 09, 2018 5:17 pm

Keshanius wrote:
Thu Aug 09, 2018 3:33 pm
I think minotaur is of no need with orc crusher , but minotaur is more beautiful. Also minotaur can be elven unit
Fire Javelineer spoils balance, because orcs destroy buildings and undeads with strength and giants not with fire
no
Read every post with care and don't spam, newbs.

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Lynx Shafir
Posts: 932
Joined: Mon May 28, 2018 4:24 am

Re: Orcs

Post by Lynx Shafir » Thu Aug 09, 2018 5:31 pm

The Minotaur is a bit unbalanced if keep 3 cost.
Same is its role. I feel that it ought to be a special/elite unit - in cost and training place both.
Not a common one like any ork. (for 3 cost in a TC)
300%bonus to towers is too hight
For destroying building there are a bunch of units (from crusher -uruks - to giants - all with tample)

But what is really op is the goblin Shaman.
"Souls To Revive Us
Or Rot Us Away
Want For The Weary
And Death For The Sane
Cursed Yet We Listen
For Bells Left To Toll
To Fight Back The Depths Of
Humanity's Soul "

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Savra
Posts: 2387
Joined: Wed Aug 01, 2018 6:21 pm

Re: Orcs

Post by Savra » Thu Aug 09, 2018 6:57 pm

Goblin shamans stats were changed in its topic, these stats are obsolete.

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LordOfAles
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Location: Montenegro

Re: Orcs

Post by LordOfAles » Thu Aug 09, 2018 7:04 pm

Can everyone stop chatting in vote list and make a topic about their complaints -.-
Read every post with care and don't spam, newbs.

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