Alexander82 wrote: ↑Tue May 19, 2020 11:37 pm
sacrifice are totally fine, especially for undeads that are meant to have a lot of disposable units that can be used as ammo
the regular attack is what you can always do. The additional options are simply something that could help you from time to time (e.g. giving one or two burning instance can be a good help to destroy a specific building coupled with normal attacks, cause you are not forced to use fire attacks every turn)
about skirmisher I think it is fine to make it as a monster unit, I don't want to add many more corpses and the thrower part is already covered
that unit with such a stats could never be used to make a monster anyway, this is not a reanimatable unit, that can be either produced or constructed, so that wouldn't cover the place of skull thrower.
I didn't say sacrifices were wrong, i said that i simply would prefer to use a "fire/disease/acid/else enchant weapon" abilities instead of instant abilities like "spitfire".
I know, that's why i suggested to add abilities as enchants to basic attack, i would like to avoid spam of "spitfires" since as long as you have sacrifices, theorically you could keep spamming those abilities... And beside that their cheapest units cost 2, they can get corpses for free.
Me too, but what i said is not to make 999 new corpses, was to make one corpse share many skeletons, since many units already share one single corpse (Like archers i mentioned before). Skirmishers and axe throwers own different functions, but share one same corpse. While the skull thrower is an axe thrower alike, why not make a bone skirmisher to fill a role aswell? Like, why they need to wait armored, then golden, then monster and rely on some luck to have a skirmisher? (I'm excluding phantom one as it belongs to a sub)
Statwise no, but we didn't finished this yet right? Visually, for me it is a monster candidate. It is a walker, looks like a salamander (or a crawling lizard) with a flinger attachment on the back... And being a corpse thrower, suits the flavor of the skull thrower like a glove...
Alexander82 wrote: ↑Tue May 19, 2020 11:46 pm
Also there is something that would prevent it (even a much weaker version of it) to be a reanimatable unit coming from a corpse like the thrower one (that is dropped by a lot of cheap enemies).
Think if you are facing any enemy useing units like axe thrower and you kill them near its base? with a single reanimation spell (that is present on 3 undead units at the moment) you might have a full army of siege units in your enemy base (something that is not possible since siege units have a pretty low mobility and can't be carried by wagons).
I'm completely sure that this unit should be either recruited or constructed like any other siege unit.
Well even if the chance of spawning these were 100%, you simply can't use them right away, so what's the chance of them surviving there if they are on the middle of the enemy base? Basically none... Like, no one would ignore sieges on the middle of their base, so they would be wiped 100% before you be even able to use them there...
But i actually think that would be interesting to have this as a nerfed version of catapult in favor of more robust siege "machinery" produced by skeletons.
I actually see that, not for this, but for a more robust object, remember the screaming catapults/trebouchets from "total war:warhammer"? Skeletons do them there, they could do that here too... (Not riping off, just as inspiration ofc)