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Thread: Kiryu's Stronghold | |
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kiryu133
Responsible
Legendary Hero
Highly illogical
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posted June 03, 2015 07:18 PM |
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Edited by kiryu133 at 13:50, 16 Jun 2015.
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Kiryu's Stronghold
Because i feel like it, Humph!
Anyway, Stronghold. What is stronghold? It's a question i ask myself before starting this here thing. And my answer? Orc mountain vikings! Oh yeah
Introduction
Imagine this being in the same game as my Haven faction and things might make a bit more sense: Not Ashan or the old world, but place taking the factions and reworking them to contain only what i consider necessary for each one. This one in particular is the classic orcs'n'goblins faction with Viking influences.
Stronghold
The northern mountains is a place many creatures make up their home including the Stronghold faction. Made mostly out of warriors looking for glory in the various raids and someday joining their gods in death. The area is very inhospitable and lacks many resources which forces the inhabitants, mostly orcs and goblins but also the large Ogres and like minded humans, to frequently go on raids in the neighboring lands.
Stronghold focuses much on relatively slow but hard-hitting units composed mostly of mountain beasts and eager warriors looking to prove themselves in combat. They believe in several gods dedicated to warfare and dying in glorious combat will bring them to their side to fight in their own battles.
work in progress
UNITS
CORE:
Orc > Orc captain
(Orc) Somewhat larger than a human with gray skin and a pigs snout, orcs like to throw axes at their enemies. Good attack, health and damage. Low defense, speed and initiative.
(Orc Captain) Having gone on many raids these warriors have managed to obtain some armor. Great damage, Average defense.
Poor at range (Orc): Not very used to battle yet, these Orcs have yet to get the hang of throwing their axes giving them 75% damage penalty for long range rather than 50%.
No melee penalty: Using throwing axes better suited for melee Orcs get no penalty for fighting in hand-to-hand combat.
Goblin rider > Goblin raider
(Goblin rider) Goblins look a lot like orcs except just about one and a half meters tall allowing them to mount Wolves. High speed. Average damage. Low defense, health, attack and initiative.
(Goblin raider) Having been trained in handling wolves, these show good synergy with their steeds. Great speed, good initiative.
Bites (Goblin raider): These wolves have been trained to bite the target of their rider giving Goblin raiders a second attack dealing 50% damage. this second attack activates on retaliations as well.
Ogre > Ogre magi
(Ogre) Resembling orcs but a tad bigger, these great warriors make excellent front-liners. Great damage and health. Average defense. Low initiative and speed.
(Ogre magi) These Ogres can increase the fighting prowess of their allies. Average initiative.
Bloodlust (Ogre magi): Ogre magis can cast the spell bloodlust on target friendly creature. effect relies on amount of Ogres.
ELITE:
Troll > Icetroll
(Troll) Ugly and hated across most of the known world, they share homes with the orcs. Great health. average damage and attack. low initiative, speed and defense.
(Icetroll) These trolls have grown an additional head and are very cold to the touch. Average defense and speed.
Stone skin: Their skin turns to stone in sunlight giving them an additional 20% defense above ground and an additional 20% speed underground.
regeneration (Troll): regenerates hp each turn.
Improved regeneration (Icetroll): Icetrolls can regenerate mortal wounds, giving them a more effective regeneration that can resurrect trolls having died in the last turn.
Icy touch (Icetroll): Attacks slow enemies by 20% for 2 turns and has a chance of freezing for 2 turns if enemy is already slowed by the Icetroll. Attacks do Ice damage (creatures immune to ice takes 50% damage instead).
Wyvern > Wyrm
(Wyvern) Large, dragon like creatures soaring the mountains, Wyverns make for fearsome creatures of war. Great attack, damage and speed. Average defense, initiative and health.
(Wyrm) Older Wyverns having mostly abandoned the skies in favor for a more ground-bound living giving them sturdier scales. They are practically worshipped by the Orcs for their ferociousness and ability to breathe streams of toxic, liquid fire. High defense and fantastic damage. Good speed
Venomous: Enemies hit by Wyverns or Wyrms are poisoned, taking damage over 5 turns. damage depends on the amount of Wyverns/Wyrms.
Abandoned sky (Wyrm):Wyrms can not gain any bonuses or penalties only affecting flyers and can not fly over walls, large creatures or tall battlefield objects.
Liquid flame breath (Wyrm): Wyrms attack with a venomous spray that ignites when it touches air. Wyrms ignore 20% of enemy armor and attacks also hit any units directly behind the target. Does fire-damage (creatures that are immune to fire damage takes 50% damage instead).
Cockatrice > Mighty Cockatrice
(Cockatrice) Looking like a scaly, dark chicken with a long tail the size of a goblin, Cockatrices can be deadly despite their small size. High damage, average speed and initiative. Low Defense, health and attack.
(Mighty Cockatrice) Merely looking or touching at a mighty Cockatrice will kill and their wings are now large enough to allow flight. High speed.
Death stare (Mighty Cockatrice): After attacking a number of enemies will die from the Cockatric's stare. Amount killed will depend on the amount of Cockatrices and they can not be resurrected. This activates on any creature shooting the mighty Cockatrice as well.
CHAMPION:
Behemoth > Ancient Behemoth
(Behemoth) Legendary beasts of immense strength, nothing can withstand a blow from these monstrosities. Great attack and damage. Good health. Average initiative and speed. Low defense.
(Ancient Behemoth) Strong even amongst Behemoths, nothing can withstand a blow from these silver beasts. Fantastic damage and attack. Great health.
Mighty blow (Behemoth): So strong armor just buckles under their blows. Ignores 40% of enemy armor.
Mightier blow (Ancient Behemoth): Armor is practically ripped to shreds. Ignores 85% of armor.
Glacial ghost(Ancient Behemoth): Having thick furs and fats to guard against the Icy winds where it lives, Ancient Behemoths are immune to Ice damage.
Battle maiden > Valkyrie
(Battle maiden) Tall Women with feathery wings armed with golden armor and spears they are the rallying banner to witch stronghold armies gather for war. Great speed, damage and initiative. High attack. Average defense and low health.
(Valkyrie) Believed to be the messengers of Stronghold gods Valkyries have ethereal, aurora wings and burning spears. Fantastic speed and damage.
Banner of war: The image of war for Stronghold they are invigorated when a Valkyrie is nearby all friendly units gain 10 morale and an additional 3 movement when moving towards it.
Disempowering aura (Valkyrie): So intimidating and warlike enemies have a hard time raising their sword against a Valkyrie. Any enemies in contact with a valkyrie gets a 10 morale penalty and must pass a leadership test in order to attack her. If it fails they do nothing.
Worthy warriors (Valkyrie): With powers to keep dead soldiers alive a bit longer the Valkyrie allows friendly creatures to retaliate with as many creature as they were before the initial attack.
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It is with a heavy heart that I must announce that the cis are at it again.
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kiryu133
Responsible
Legendary Hero
Highly illogical
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posted June 03, 2015 07:20 PM |
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There will be no Cyclopses here. I've got something much more interesting in mind for them.
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It is with a heavy heart that I must announce that the cis are at it again.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted June 16, 2015 11:16 AM |
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Though it get's really popular opening one thread for each faction one makes these days...I personally would still advise to put them together to get a better overview.
I definitely like the general lineup style
on the specific units...
...orcs and goblins feel very H3-ish and I like that.
...ogre...as CORE? I'd really rather see them in Elite.
...trolls...are fine
....I like the wyverns. The wyrm...is an awesomely interesting idea. Makes you really have to choose between a mobile flyer and a sturdier ground unit.
...Cockatrice...well I am not sure how it fits here. I personally would set the Ogre to this place and put goblins or a small saboteur/harrass/curse/whatever-you-call-that unit in Core. If it HAs to stay, I think unupgradesd cockatrice should at least have an ability.
...Behemoths are of course great to have. The upgrade...I am honestly not so sure if I like it as so icy, I'd rather see it as ice-enduring, not being ice itself.
...Valkyries is a nice one for this position. Does Banner of war apply to all units or only to stronghold ones?
Also, will we get info on town and heroes?
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kiryu133
Responsible
Legendary Hero
Highly illogical
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posted June 16, 2015 01:50 PM |
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Once the third snower gets made, i might combine the things.
H3 did orcs and goblins really well.
Core tank. Wanted to get core varied in unit roster (gameplay wise) with one shooter, one fast unit and one tank. Ogres aren't quite as strong as earlier games (though still stronger than goblins and orcs) and would overlap too much with trolls in elite. They're one of the stronger cores in the game though and does have the lowest growth-rate. I wanted to have all the primary races (except humans) in core to show the basic stronghold army.
That was the plan with the Wyrm: some choice in what you want: The wyvern is a tad faster and but lacks the power and impact of the Wyrm.
Not sure what though. I'm thinking Cockatrices as somewhat of a spiritual successor of the Gorgon but more maneuverable than tanky.
Will likely change Icemoths since the thought was to have Valkyries as fire making you choose between ice and fire (also present in Elite with trolls and Wyrm if if you don't choose between them). The current Valkyrie is a lot more interesting though so i scrapped that. Didn't change Behemoths until now however.
I'd say no since i don't like those kind of abilities to be faction exclusive like they were in h5-6. It messes up army diversity.
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It is with a heavy heart that I must announce that the cis are at it again.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted June 17, 2015 12:56 PM |
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Quote: Core tank. Wanted to get core varied in unit roster (gameplay wise) with one shooter, one fast unit and one tank. Ogres aren't quite as strong as earlier games (though still stronger than goblins and orcs) and would overlap too much with trolls in elite. They're one of the stronger cores in the game though and does have the lowest growth-rate. I wanted to have all the primary races (except humans) in core to show the basic stronghold army.
I certainly get your points. I personally think that a beast could take the tank roll.But it is your proposal
Quote: Not sure what though. I'm thinking Cockatrices as somewhat of a spiritual successor of the Gorgon but more maneuverable than tanky.
If you think about changing cockatrice and being unsure into what...it depends on which factions you have.
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