New Cheap Defender - IMPLEMENTED

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DreJaDe
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New Cheap Defender - IMPLEMENTED

Post by DreJaDe » Wed Sep 18, 2019 12:20 am

We all know that scout dog is the cheapest defender for humans. Also humans are supposed to be the most all rounder race. Now, it's time to stop with scout dog animal cruelty and bring it to the humans! In order to do that I'll suggest this!

MILITIA
Cost:1
Health: 8 (bigger than scout, more focus on defending)
Atk: 4 (same as wolf)
Armor and R armor: 0
Speed: 2 (2 so it wouldn't be used for something else)

LOL

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Alexander82
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Re: New Cheap Defender

Post by Alexander82 » Wed Sep 18, 2019 12:26 pm

I agree with that.
I want to add 1 turn units on a similar level to all races.

Stats are fine for me although, being a base human unit, it must be tiered.

I suggest these:
Cost: 1
Hp: 8/10/12 (half of swordsman)
Attack: 4/5/6 (affected by melee weapons techs that at max is half of swordsman)
Speed 3 (2 is too low for a light unit)
Armor: 0 (affected by armor techs)
P.Armor: 0 (affected by armor techs)
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Alexander82
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Re: New Cheap Defender

Post by Alexander82 » Wed Sep 18, 2019 12:27 pm

Btw I guess it might looks like an unshielded swordsman with a small weapon like a short sword or a small mace.
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Alexander82
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Re: New Cheap Defender

Post by Alexander82 » Wed Sep 18, 2019 6:44 pm

images
Attachments
Militia.png
Militia.png (4.47 KiB) Viewed 96 times
Militia up 2.png
Militia up 2.png (4.71 KiB) Viewed 96 times
Militia up 1.png
Militia up 1.png (4.67 KiB) Viewed 96 times
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Alexander82
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Re: New Cheap Defender - IMPLEMENTED

Post by Alexander82 » Wed Sep 18, 2019 7:08 pm

in next will be in
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DreJaDe
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Re: New Cheap Defender - IMPLEMENTED

Post by DreJaDe » Wed Sep 18, 2019 8:21 pm

Wow, just like how I imagined. A guy with a torch and a long stick.

Though the tiers look to awesome for a militia.

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Alexander82
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Re: New Cheap Defender - IMPLEMENTED

Post by Alexander82 » Wed Sep 18, 2019 8:45 pm

I'm glad you like it!

I thought the same thing about awesomeness but in the end is fine after various upgrades.

Btw as you will see its sight value is 6 (it has a torch) and I'm planning, for late game, to add a tech to provide him the ability to see invisibile units.
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