Ideas for the orcish race: main race(orcs) and sub races(goblins and trolls))
Posted: Fri Jan 13, 2023 3:13 pm
Goblins:
Must have fire elemental or tech that uses fire.
Bomber goblin:
Best replacement for goblin crossbow.
Goblin assassin:
Just like human assassin but flawed without tech upgrade, stealth unit but only deals 1/4 of enemy hp in early game, 1/2 enemy hp in elite, master assassin can kill a unit; unit cost is 4-5 turns. If unit cost is 2-3 turns make goblin assassin damage from 1/8 early game, 1/4 elite, 1/2 master.
Zeppelins:
Don't be afraid to give goblins a dwarven like units such as zeppelins (only exclusive ride for goblins)
Goblin Tinkerers
Goblin tinkerers to enhance weapon damage. Just like dwarven warsmith. (Revive warsmith for dwarven race)
Goblin Keg Catapult
Goblin AOE siege unit goblin keg/barrel catapult that contains barrels with explosives.
Orcs:
Orcs are master of brute strength, rage, and pillaging.
I agree on someone's forum for the warpaint tech. Which can empower the orcs when marching. Unleashes fear from enemies decreasing power and movement. (Good for decreasing the mobility of nearby elven units.)
Trolls
Trolls are agile and also knowledgeable in chain healing magic, dark arts and alchemy.
Troll axe thrower:
Make this unit flexible. (Like the elven centaur unit.) Can switch from axe throwing 2x and melee 4x attack (skill can be flawed like AI controlled only in melee)
Troll witch doctor (remove goblin witch)
Can throw poison bombs and give hex skill which can turn enemies into animals for 1 turn. Cooldown of 5 turns. Can give healing totems, and storm totems.
Replace troll mountain tanks with Taurens (orcish pigman).
Must have fire elemental or tech that uses fire.
Bomber goblin:
Best replacement for goblin crossbow.
Goblin assassin:
Just like human assassin but flawed without tech upgrade, stealth unit but only deals 1/4 of enemy hp in early game, 1/2 enemy hp in elite, master assassin can kill a unit; unit cost is 4-5 turns. If unit cost is 2-3 turns make goblin assassin damage from 1/8 early game, 1/4 elite, 1/2 master.
Zeppelins:
Don't be afraid to give goblins a dwarven like units such as zeppelins (only exclusive ride for goblins)
Goblin Tinkerers
Goblin tinkerers to enhance weapon damage. Just like dwarven warsmith. (Revive warsmith for dwarven race)
Goblin Keg Catapult
Goblin AOE siege unit goblin keg/barrel catapult that contains barrels with explosives.
Orcs:
Orcs are master of brute strength, rage, and pillaging.
I agree on someone's forum for the warpaint tech. Which can empower the orcs when marching. Unleashes fear from enemies decreasing power and movement. (Good for decreasing the mobility of nearby elven units.)
Trolls
Trolls are agile and also knowledgeable in chain healing magic, dark arts and alchemy.
Troll axe thrower:
Make this unit flexible. (Like the elven centaur unit.) Can switch from axe throwing 2x and melee 4x attack (skill can be flawed like AI controlled only in melee)
Troll witch doctor (remove goblin witch)
Can throw poison bombs and give hex skill which can turn enemies into animals for 1 turn. Cooldown of 5 turns. Can give healing totems, and storm totems.
Replace troll mountain tanks with Taurens (orcish pigman).