Strelets

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MightyGuy
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Re: Strelets

Post by MightyGuy » Wed Oct 26, 2016 12:38 am

sorry, i saw now the stats.
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Alpha
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Re: Strelets

Post by Alpha » Wed Oct 26, 2016 12:41 pm

Oh XD
Awoo~ my dudes!

НеПридумалИмя
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Re: Strelets

Post by НеПридумалИмя » Fri Apr 07, 2017 1:22 pm

I think that all Russian units should have increased protection from convert and they should have reduced damage from convert, then you have technology "Fidelity" (I think you know about the Russian courage in defending the homeland).

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makazuwr32
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Re: Strelets

Post by makazuwr32 » Sun Mar 25, 2018 9:42 am

Alexander82 wrote:i've got a suggestion: just make this unit an haberdier with a ranged skill with cooldown 1, so it is basically an anti cavalry that can shoot when needed
Personally i like the idea for this unit and this must be castle-only unit with high base stats but can't be affected by blacksmith upgrades and requires gunpowder tech for its ability.
My personal suggested stats:
Cost:3 turns
Hp:25
Attack:7
Range:1
Armor:2
Pierce Armor:0
Speed:3
Sight:6
Action/turn:1
Spell resistance:60
200% bonus against cavalry
Has ability "Musket shot":
Deals to single target in 6 range 12 damage, ignores armors, has 1 turn cooldown. (Requiers Gunpowder tech to unlock ability)

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samuelch
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Re: Strelets

Post by samuelch » Sun Mar 25, 2018 10:07 am

This unit has similarity to Tercio. They are both good against cavalry and have musket/arquebush shot.
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makazuwr32
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Re: Strelets

Post by makazuwr32 » Sun Mar 25, 2018 11:58 am

But Tercio is suggested already or not?

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samuelch
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Re: Strelets

Post by samuelch » Thu Mar 29, 2018 1:40 pm

My pfp is made by Chiefchirpa.
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COOLguy
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Re: Strelets

Post by COOLguy » Sun Jul 08, 2018 1:57 am

Two options:

1. we merge the units and call it Strelet or Tercio
2. We make them different units (different roles)
Thanks!
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samuelch
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Re: Strelets

Post by samuelch » Mon Jul 09, 2018 7:57 am

Tercio is more armoured. Also if allowed, tercio melee range is 2. I don't think streltsy need bonus against cavalry. Bonus against infantries is better.
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Gral.Sturnn
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Re: Strelets

Post by Gral.Sturnn » Mon Jul 09, 2018 3:00 pm

Hold the phones! The tercio should be a pike only unit check my pikeman topic, for this russian fella we can have both the musket and the polearm, tercios was a term used for a spanish battle formation includong both pikemen and musketmen, and we already have a musketman so we only need the pikeman.

What I am triying to say is that the tercio is not so similar to this fella
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samuelch
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Re: Strelets

Post by samuelch » Sat Jul 28, 2018 5:44 am

Ok. I agree.
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Gral.Sturnn
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Re: Strelets

Post by Gral.Sturnn » Thu Nov 29, 2018 12:41 am

how bout this?
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Gral.Sturnn
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Re: Strelets

Post by Gral.Sturnn » Thu Nov 29, 2018 10:45 pm

second rework
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makazuwr32
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Re: Strelets

Post by makazuwr32 » Tue Oct 08, 2019 5:45 am

@Endru1241 can you check this topic?
I want your comment about strelets.

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Endru1241
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Re: Strelets

Post by Endru1241 » Wed Oct 09, 2019 6:55 pm

I would add them, if I started on units from early modern period (flavour-wise so they perfectly fit along with real polish hussaria, cossacks, other late arquebussers, cuirassiers, etc), but I believe next level of limiting technology (after gunpowder) would be needed.
I know we have tanageshima (which were clearly matchlock weapons), who doesn't even require gunpowder, but that's one of the units to change.

When adding them I would like image with both weapons, as transformation for different attack only seems rather wasteful. It would be better with shot ability. Best image I can think of would probably be with halberd in one hand and musket on the shoulder.

Stats I prefer would be around: 12-15 hp, 9-12 power, 0/0 armors, +100-200% bonus on mounted. Shot ability - 9-12 power, 5-6 range, 1-3 recharge
All these on 2 turn unit.
I wouldn't add any inaccuracy, because matchlock weapons were as accurate as crossbow, had similar effective range (some say a little smaller) and much more armor penetrating power. That explains the shot stats (the same logic would be applied to any unit requiring matchlock technology).

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Gral.Sturnn
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Re: Strelets

Post by Gral.Sturnn » Wed Oct 09, 2019 7:21 pm

A way of balance is adding a turn for reload wouldnt it?

Matchlock muskets took a minute or longer to reload
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makazuwr32
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Re: Strelets

Post by makazuwr32 » Wed Oct 09, 2019 8:33 pm

Turn to reload will require new ability type = more coding for stratego.

I like this idea in general but maybe 2 turns is too cheap. I would like to see a bit higher hp (maybe +3-4 hp above your), affected by blacksmith OR some armor (normal only) and maybe higher range for ability at 3 turns cost.
Where he should be trainable by the way?

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Endru1241
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Re: Strelets

Post by Endru1241 » Thu Oct 10, 2019 4:29 am

Nah. I ment regular cooldown.
If this unit would require around 20 turns of total research (not exclusive, but still) it should have attack, that can deal some damage despite armor. So at least it becomes arbalest alternative.

So, 18 hp, 3 turn unit affected by armor improvements from blacksmith?
Gunpowder weapons could have new blacksmith tech.

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makazuwr32
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Re: Strelets

Post by makazuwr32 » Thu Oct 10, 2019 5:45 am

Sounds good for me.

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