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Re: Ottoman Akinji
Posted: Sun Feb 25, 2018 3:24 pm
by godOfKings
Although horse archers can atk far from the debuff range of camel fear
Re: Ottoman Akinji
Posted: Sun Feb 25, 2018 3:25 pm
by Ayush Tiwari
godOfKings wrote:It is like banner bearer but has negative buff, it can get blacksmith techs to upgrade armor and atk, but considering its speed and how easily it can b spammed with two turn cost I wouldn't want it to gain more hp
Oh sorry,I didn't know there was fear(absent minded,lol),I don't think it is that weak,especially because of the cost,as no two turn unit is too strong.And I agree with the spam thing
Re: Ottoman Akinji
Posted: Sun Feb 25, 2018 3:28 pm
by makazuwr32
godOfKings wrote:....how dangerous its debuff is
And because of that i suggest for 3 turn version and trainable only in stables so you can't get him fast.
Re: Ottoman Akinji
Posted: Sun Feb 25, 2018 3:38 pm
by godOfKings
But I suggest a two turn version whose atk is almost useless as it can't kill anything easily with only 6 atk or 9 atk with full blacksmith upgrades and which won't b that useful compared to melee infantries wen spammed a lot because its aura doesn't stack, and if two enemy akinjis face off, they really can't do anything against each other lol
Re: Ottoman Akinji
Posted: Sun Feb 25, 2018 5:42 pm
by makazuwr32
I prefer still 3 turn version by doomcarrot but without balcksmith upgrades.
Re: Ottoman Akinji
Posted: Sun Feb 25, 2018 11:30 pm
by Belfry777
I still like the cost 2 one better.
Re: Ottoman Akinji
Posted: Mon Feb 26, 2018 7:50 am
by makazuwr32
for 2 turns unit (even with GoK's stats) he has still extremly powerful debuff.
And for 2 turns cost you can spam them so enemy cavalry would be completely useless.
I suggest DoomCarrot's stats but with lower Hp.
Cost: 3
HP: 15
Move: 5 (can't get speed bonus from Sands)
Sight: 6
Attack: 5 (80% bonus against Infantries, up to 9 damage)
Armor/P: 0/1
Can't get blacksmith upgrades but can get Banner Bearer's buff.
Re: Ottoman Akinji
Posted: Mon Feb 26, 2018 3:39 pm
by Belfry777
Still a friend of cost 2 but these stats aren't bad.
Re: Ottoman Akinji
Posted: Mon Feb 26, 2018 4:56 pm
by makazuwr32
Belfry777 wrote:Still a friend of cost 2 but these stats aren't bad.
Again...
2 cost for monted unit is too low. Even Light Cavalry has 3 cost.
Re: Ottoman Akinji
Posted: Mon Feb 26, 2018 5:10 pm
by Belfry777
If we make it 3 their must be something powerful about it so it would be used! Cost 2 could work, It just needs lower attack and possibly a lower bonus.
Re: Ottoman Akinji
Posted: Mon Feb 26, 2018 5:51 pm
by makazuwr32
They ARE pretty powerful for 3 cost mounted unit with anti-monted aura!
Do NOT forget that they have an aura which lowers enemy's cavalry's damage by 5 and armors by -1/-1.
Potentially This means that Light Cavalry (5 base damage), Lancer (5 base damage), Knight (10 base damage), Hussar (12 base damage) and Hungarian Hussar (7 base damage) will have pretty hard time to kill him.
He is NOT like Maceman or Flailman, who can wreckage any infantry. He is Debuffer. And Extremly powerful. For 3 cost. And you want 2 cost? Well i want to see gow you will fight with 10 of these guys with 5 heavy lancers (without blacksmith upgrades). 1 H.Lancer will do only 10 damage to them!
I even think that they maybe need cost of 4 turns. But NOT less than 3 turns.
IF you want 2 turn cost unit than Mine suggested stats are
9 HP (YES!)
5 Attack (AND no bonuses)
0/0 Armor.
4 Speed (Can't get boost from sand tiles)
Sight 5.
This way he would be MAYBE balanced with his pretty powerful aura.
In Early game He still will make light Cavalries and Lancers without any damage they could make to him.
Also remember that you can get him MUCH earlier than Mammeluks because you don't need Castle. Just Stables.
Re: Ottoman Akinji
Posted: Mon Feb 26, 2018 6:16 pm
by Belfry777
I like your cost 2 stats, but camels are great on sand so fast ability on sand should be in the stats, the same for the aura, as for every thing else, I am satisfied.
Re: Ottoman Akinji
Posted: Mon Feb 26, 2018 6:18 pm
by makazuwr32
No. 2 turn cost unit with 6 speed?
No.
I tried Mammelucks with these stats
makazuwr32 wrote:
Cost: 3
HP: 15
Move: 5 (can't get speed bonus from Sands)
Sight: 6
Attack: 5 (80% bonus against Infantries, up to 9 damage)
Armor/P: 0/1
Has "Camel Fear" aura.
Can't get blacksmith upgrades but can get Banner Bearer's buff.
in custom game against early cavalry and i must say that they are still extremly powerful for 3 turn cost unit. With healer around they are unkillable.
Re: Ottoman Akinji
Posted: Mon Feb 26, 2018 6:26 pm
by Belfry777
Your totally crazy! camels get aura no matter what because they are camels! The same for bonus speed on sand, Do you know the camels top speed on sand? It was 40 mph(Top speed)! If you want do lower the HP or speed I am okay with that.
Re: Ottoman Akinji
Posted: Mon Feb 26, 2018 6:33 pm
by makazuwr32
Belfry777 wrote:Your totally crazy! camels get aura no matter what because they are camels! The same for bonus speed on sand, Do you know the camels top speed on sand? It was 40 mph(Top speed)! If you want do lower the HP or speed I am okay with that.
I'm not crazy.
I want to make intresting and not OP unique unit.
makazuwr32 wrote:
Cost: 3
HP: 15
Move: 5 (can't get speed bonus from Sands)
Sight: 6
Attack: 5 (80% bonus against Infantries, up to 9 damage)
Armor/P: 0/1
Has "Camel Fear" aura.
Can't get blacksmith upgrades but can get Banner Bearer's buff.
This one is really near high plank of normal unit. A bit more Stats and he'll become OP.
Only what keeps him from becoming OP are:
Speed of 5 no matter what (light cavalry and Mongols can run from him)
Low hp.
3 Turn cost. on 1 light cavalry you can get only 1 of these guys.
Even if i'll lower hp, Remove ALL damage from him but lower his cost by 1 he WILL become OP for early game.
We can also rewamp "Camel Fear" aura that it tooks away only 2 damage and doesn't took armor. This way he will not be op.
Re: Ottoman Akinji
Posted: Mon Feb 26, 2018 6:39 pm
by Belfry777
I still think that cost 2 would be good for this unit, because this could be like a mounted sword man.
Re: Ottoman Akinji
Posted: Mon Feb 26, 2018 6:58 pm
by makazuwr32
He is not a "mounted swordman"
He is "monted banner bearer" or Anti-centurion.
Because swordman doesn't give anyone any auras.
Re: Ottoman Akinji
Posted: Mon Feb 26, 2018 7:13 pm
by Belfry777
With no armor this unit will be easy to kill, period, so cost 2 is actually good! And if it was cost 3 I would flip because their are already many cost 3 choices to choose from.
Re: Ottoman Akinji
Posted: Mon Feb 26, 2018 7:20 pm
by makazuwr32
that doesn't matter. one more or one less to choose from.
Personally i disagree with 2 turn cost. As Leader of Nature defenders.
Re: Ottoman Akinji
Posted: Mon Feb 26, 2018 7:33 pm
by Belfry777
We need to call "coolguy"! His number should be "8-8-1" Lets let him decide.
Re: Ottoman Akinji
Posted: Tue Feb 27, 2018 5:46 am
by Ayush Tiwari
Probably choosable.
If we look logically,two turn is correct.And fear aura should be there for sure.They were used for making the starting offense line,and demoralize the army,and I feel if two turn would be less,btw,are we not discussing for a one turn unit too

Re: Ottoman Akinji
Posted: Tue Feb 27, 2018 7:53 am
by godOfKings
it is true that the only reason i even use mamelukes is the aura, if a cheaper unit is implemented than maemlukes shall indeed become obsolete, my suggestion is camel fear debuff shall b made weaker for akinji with no armour reduction and -2 atk debuff
Re: Ottoman Akinji
Posted: Tue Feb 27, 2018 7:54 am
by godOfKings
and if both mamelukes and akinji r next to each other than mamelukes' debuff shall affect the enemy units instead of akinji
Re: Ottoman Akinji
Posted: Tue Feb 27, 2018 8:33 am
by Ayush Tiwari
godOfKings wrote:and if both mamelukes and akinji r next to each other than mamelukes' debuff shall affect the enemy units instead of akinji
The fear would crash with each other lol
Re: Ottoman Akinji
Posted: Tue Feb 27, 2018 8:43 pm
by Belfry777
That would be a boring confrontation.
Re: Ottoman Akinji
Posted: Sat Mar 10, 2018 2:03 pm
by Ayush Tiwari
I think the fear range should be 1 or 2
Re: Ottoman Akinji
Posted: Sat Mar 10, 2018 3:31 pm
by godOfKings
godOfKings wrote:2 turn version
Cost 2
Atk 4
HP 11
Speed 4
Armor 0/0
Spell resist 0%
builder: stables, castle
Has camel fear aura, range 2 tiles, debuff: atk-2, if both this unit and mamelukes r together near enemy then mameluke's debuff shall affect the enemy instead of akinji
Bonus: 50% on horses, archers and infantry, unlike light cav it deals only 6 damage max and cannot kill anything easily, but it has higher speed for being cheap and anti cav aura
makazuwr32 wrote:
Cost: 3
HP: 15
Move: 5 (can't get speed bonus from Sands)
Sight: 6
Attack: 5 (80% bonus against Infantries, up to 9 damage)
Armor/P: 0/1
builder: stables
Has "Camel Fear" aura.
Can't get blacksmith upgrades but can get Banner Bearer's buff.
so which stats suggestion is better?
Re: Ottoman Akinji
Posted: Sat Mar 10, 2018 3:40 pm
by makazuwr32
My stats were suggested with keeping in mind than there is no cavalry unit with cost 2 (and i think that Coolguy would be against it) and for keeping normal Fear aura.
Re: Ottoman Akinji
Posted: Sat Mar 10, 2018 3:50 pm
by godOfKings
and i wanted an early fast and cheap unit that is too weak for anything other than debuffing cavalry, also one shouldnt forget that since this cant b made in tc it has still pretty late use compared to light cavalry, and lancer can still kill it in one hit with 3 atk (dealing 15 damage total), with these we both state our case, now makazuwr lets pls let the other forumers decide instead of spamming this topic ourselves

Re: Ottoman Akinji
Posted: Sun Mar 11, 2018 12:13 am
by Belfry777
godOfKings wrote:godOfKings wrote:2 turn version
Cost 2
Atk 4
HP 11
Speed 4
Armor 0/0
Spell resist 0%
builder: stables, castle
Has camel fear aura, range 2 tiles, debuff: atk-2, if both this unit and mamelukes r together near enemy then mameluke's debuff shall affect the enemy instead of akinji
Bonus: 50% on horses, archers and infantry, unlike light cav it deals only 6 damage max and cannot kill anything easily, but it has higher speed for being cheap and anti cav aura
I like these stats. The idea is to be a, simple, cheep and fast unit good unit for quick surprise attack defense from knights and other mounted units. I agree with "gok" that any more on this would be spamming.