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New Kingdom Unit - Sevion - 03-12-2018

New War Unit: Catapult

-Doesnt Leave when you wage war.
-Cant attack 3hr+ targets.
-8hp-9hp-10hp
-25attack-29att-33att
Will always show in thief reports.
-Upkeep 2,500


Notes when commenting:
The HP is as low as it is as I want it to be a resource that is easily destroyed for its cost to balance out the fact that it never leaves on an attack.  Heavy losses are to be expected of catapults when attacking and defending with them.  THey are also designed to be always sent with knights when attacked so that people cant make free attacks.  Attacks with catapults without a secondary force with it will result in heavy losses and most likely a draw even if you did decimate the enemy forces with their sheer attack.


RE: New Kingdom Unit - Grethor - 03-12-2018

Interesting. But instead of not leaving, how about it just doubles travel time?

For non-leaving force you could do Scorpions (Oversized Ballista) that have low HP but deal massive damage. In fact you could add defending forces to the list across the board. They would have identical stats to the attacking forces except they can't leave.

Riflemen = Man-At-Arms
Knight = Skirmishers
Catapult = Scorpions

Halfling would be the only one that doesn't change, but could also be revamped to increase results (more land/credits on a win).

Each surviving defender would reduce the amount of land taken.

For attacking forces at home they are worth double health, but half attack.

This would make it to where players would have to balance their attacking power with their defensive power, as having nothing in defense would result in more land taken, but fewer military loses. More defenders would mean less loss over all, but fewer attack abilities.