reiter (late medieval knight)

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Gral.Sturnn
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reiter (late medieval knight)

Post by Gral.Sturnn » Tue Jul 24, 2018 8:10 pm

Mounted late medieval german knight uses a pistol and a sword, and light armor (somewhat) i cannot decide if making it a cheaper more managable or a more elite unit.
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Last edited by Gral.Sturnn on Fri Jul 27, 2018 5:18 pm, edited 1 time in total.
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makazuwr32
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Re: reiter

Post by makazuwr32 » Wed Jul 25, 2018 4:56 am

Pistol must be an ability, unit itself must be on pair with normal knight exept with ability to shoot from pistol.
And ofc it must be trainable only after gunpowder has been researched.
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Gral.Sturnn
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Re: reiter

Post by Gral.Sturnn » Wed Jul 25, 2018 7:36 am

Agree on all your points but also:

1.pistol shoukd reload with an ability that justs stops (he cannot move or attack in that turn) the reiter.

2. For the stats it shoukd have more hp than a knight and same armor as heavy knight.
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makazuwr32
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Re: reiter

Post by makazuwr32 » Wed Jul 25, 2018 9:41 am

Both normal and heavy knight have 2/2 armor.
The difference is in their damage and hp - heavy knight has +7 hp and +2 damage.
Prefered AoS games: AoS, AoF (humans, elves, orcs, dwarves)
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Gral.Sturnn
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Re: reiter

Post by Gral.Sturnn » Wed Jul 25, 2018 9:44 am

O sorry i was 2 dumb to check....

Eitherway he should have the same stats as heavy knight but with gunpowder technomogy and 5 turns cost
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Gral.Sturnn
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Re: reiter

Post by Gral.Sturnn » Fri Jul 27, 2018 4:56 pm

Is it the reload mechanic okay?
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Fri Jul 27, 2018 7:34 pm

Stats:

Cost: 5
Hp: 39
Attack: 12 (same bonuses as heavy knight)
range: 1
Armor:2
Pierce armor: 2
Speed:5
Sight: 5
Spell resistance: 0%

Pistol shot:

Damage: 17
Range:3
Pierce armor:2
"Reload": 1 turn (unit cannot move or attack when it reloads)
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LordOfAles
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Re: reiter (late medieval knight)

Post by LordOfAles » Fri Jul 27, 2018 7:39 pm

How about cooldown instead of reload bility.
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Fri Jul 27, 2018 7:49 pm

LordOfAles wrote:
Fri Jul 27, 2018 7:39 pm
How about cooldown instead of reload bility.
That actually sounds good enough, 3 turns?
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Sun Jul 29, 2018 3:16 pm

New idea we can make 2 versions,

Reiter

Dragoons or light armed cavalry
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Mon Jul 30, 2018 1:02 pm

*armored cavalry*
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Thu Aug 02, 2018 3:44 pm

sprite
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Thu Aug 02, 2018 4:08 pm

herruelo
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COOLguy
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Re: reiter (late medieval knight)

Post by COOLguy » Wed Aug 08, 2018 12:45 am

What was the time frame for this? It sounds like it might be a little after medieval ?
Thanks!
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Wed Aug 08, 2018 1:37 am

Late medieval 15 th century
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samuelch
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Re: reiter (late medieval knight)

Post by samuelch » Wed Aug 08, 2018 11:52 am

How about renaming it to cuirassier? Reiter from what I know is usually armed with more pistols.
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Wed Aug 08, 2018 1:03 pm

samuelch wrote:
Wed Aug 08, 2018 11:52 am
How about renaming it to cuirassier? Reiter from what I know is usually armed with more pistols.
The cuirasser is waaay more armoredt
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Thu Oct 11, 2018 12:46 am

New sprite
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Thu Oct 11, 2018 1:24 am

Based on this picture
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Gral.Sturnn
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Re: reiter (late medieval knight)

Post by Gral.Sturnn » Thu Oct 11, 2018 10:21 pm

updated stats:

Stats:

Cost: 5
Hp: 39
Attack: 12 (same bonuses as heavy knight)
range: 1
Armor:2
Pierce armor: 2
Speed:5
Sight: 5
Spell resistance: 0%

Pistol shot:

Damage: 17
Range:3
Pierce armor:2
"Reload": 3 turns cooldown
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