Hungry Warg

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samuelch
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Hungry Warg

Post by samuelch » Tue Sep 20, 2016 11:16 am

This unit costs 4 turns and have a very strong attack. This unit is trained in chained condition (slow speed but controlable and no attack power). This unit can be unchained and will be uncontrolable by player and attack anyone including your own units. Built in volcanoes/TCs.
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Alexander82
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Re: Hungry Warg

Post by Alexander82 » Tue Sep 20, 2016 11:24 am

Nice idea
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DoomCarrot
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Re: Hungry Warg

Post by DoomCarrot » Wed Sep 21, 2016 4:54 pm

Cool idea. Maybe it could work like:

chained: how the unit comes out of production, can be controlled like any other unit. Has relatively low attack. (Maybe 3-5).

unchained: once unchained is used, the unit can not become chained again. The unit gets +10-15 or more attack, and joins grey team, thus attacking anything within sight.
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Alexander82
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Re: Hungry Warg

Post by Alexander82 » Wed Sep 21, 2016 5:10 pm

Grey team would also attack your units
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Alpha
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Re: Hungry Warg

Post by Alpha » Wed Sep 21, 2016 5:37 pm

I agree.
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DoomCarrot
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Re: Hungry Warg

Post by DoomCarrot » Wed Sep 21, 2016 6:54 pm

Exactly Alexander, I think that was samuel's idea. :)

This is a powerful, uncontrollable unit when it is unleashed, but it can be good to distract and slow down the enemy in areas where they are strong and you are not.
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Alexander82
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Re: Hungry Warg

Post by Alexander82 » Wed Sep 21, 2016 7:01 pm

I don't think it was. For 4 turnsi can make a warg rider that i can control as i like. That way would be pointless. I think it is like the green dragon that you can't control but is your ally.
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samuelch
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Re: Hungry Warg

Post by samuelch » Thu Sep 22, 2016 10:52 am

How about 3 turns in the volcano/monster cave. Also you can lure this unit with your other unit.
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Alexander82
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Re: Hungry Warg

Post by Alexander82 » Thu Sep 22, 2016 11:02 am

I think that a unit that can kill your own units shouldn't cost more than 1 turn and should have a priority to attack units instead of buildings (you maki it when enemies are near and you are short of units.
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samuelch
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Re: Hungry Warg

Post by samuelch » Thu Sep 22, 2016 11:10 am

How about 2 cost in monster cave?
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Alexander82
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Re: Hungry Warg

Post by Alexander82 » Thu Sep 22, 2016 11:31 am

For 2 turns i can do a relyable orc warrior
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LordOfAles
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Re: Hungry Warg

Post by LordOfAles » Mon Aug 28, 2017 8:31 pm

I think we could revive this too,i really think idea is unique,just needs some polishing
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LordOfAles
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Re: Hungry Warg

Post by LordOfAles » Mon Aug 28, 2017 11:34 pm

Here r images
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Warg unchained.png
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Warg chained.png
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Typhoon
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Re: Hungry Warg

Post by Typhoon » Tue Nov 14, 2017 4:51 pm

In final will it work like green dragon in your team or will just join grey team
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Menselot
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Re: Hungry Warg

Post by Menselot » Tue Nov 14, 2017 5:22 pm

It looks like a hyena !!!
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Savra
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Re: Hungry Warg

Post by Savra » Mon Sep 24, 2018 4:07 pm

Got perfect thing for this.
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Savra
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Re: Hungry Warg

Post by Savra » Mon Sep 24, 2018 4:23 pm

For stats you could do:
Warg/ Hunting Warg/ War Warg
Buildable: monster cave, tc.
ImageImageImage
Cost:2
Hp:20/24/28
Atk:10/12/14
Rng:1
Sight:6/7/8 can see invisible.
Spd:5/6/7
Dge:30%/30%/30%
Arm:0/1/2
P.arm:1/2/3
Res:20%
Uncontrollable like green dragon. To make things simple.
Can't capture.
100%- 50% Bonus to archers.

This way it's worth 2 turns and technically is still loyal to you, just doesn't listen.
Last edited by Savra on Sun Oct 21, 2018 6:02 pm, edited 4 times in total.

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StormSaint373
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Re: Hungry Warg

Post by StormSaint373 » Mon Sep 24, 2018 4:39 pm

. . . That is more on the line of cost 1, unless there are upgrades, then it would be worth cost 2.
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Savra
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Re: Hungry Warg

Post by Savra » Mon Sep 24, 2018 7:30 pm

We could do upgrades. But let's see what others think on ideas.
Updated stats.

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Savra
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Re: Hungry Warg

Post by Savra » Tue Sep 25, 2018 3:37 pm

Ok, so if we are going down the upgrade route how's this?
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Savra
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Re: Hungry Warg

Post by Savra » Wed Sep 26, 2018 4:51 am

Besides the upgrade variants, @Alexander82 is this more acceptable? We could probably change last one to mountain warg and give it mountain walk 1 since they technically are a thing, if upgrades are added too that is.

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Tankhead
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Re: Hungry Warg

Post by Tankhead » Sat Oct 06, 2018 5:24 am

This would be good after Orcs get their Revamp
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Savra
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Re: Hungry Warg

Post by Savra » Sun Oct 21, 2018 6:03 pm

Updated to add more use. Ready.

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Lynx Shafir
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Re: Hungry Warg

Post by Lynx Shafir » Sun Jan 27, 2019 8:36 am

I think it's not ready.

Remove dodges
Too high hp
Better no bonuses.
Or lower attack and add minor bonus to "animals"and" infantry"
Max speed is 6


I don't like 3 tiers idea!
Upgrade
Where is upgraded?
Better chose mass Orks tech upgrades

U don't put precious armor to an uncontrollable beast what may never returns
No ork is so dumb.

I suggest keep feral warg
- summonable from monster cave every 2 turn!
Savage, uncontrollable. - Grey team

Cost summonable 2
Hp 16
Attak 10, 50% infantr/cheap archers", 25% animals
Arm 1/0
Speed 6
Sight 6
Dodge counter 30%
Sp res 15%

May add vanishing 3 too
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General Brave
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Re: Hungry Warg

Post by General Brave » Sat Feb 16, 2019 8:11 pm

This can be done easily, if accepted.
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Alexander82
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Re: Hungry Warg

Post by Alexander82 » Tue Feb 19, 2019 7:42 am

I like the 3 upgrades tough.

We can adjust stats (I wouldn't give it dodge since it is mostly elven trump card and this is a low cost unit, tough).

I would give it bonus against any land unit (infantry, archers, throwers, casters) but no other bonus

Also they should be upgrades with cavalry upgrades (since they are the upgrades for the wolves/wargs used by orcs).
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General Brave
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Re: Hungry Warg

Post by General Brave » Wed Feb 27, 2019 5:17 am

Seems fine.
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ethanking5
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Re: Hungry Warg

Post by ethanking5 » Mon Sep 23, 2019 5:25 pm

is this discussion active @Alexander82
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