Archer/quick archer upgrades - ANSWERED
Posted: Thu Oct 27, 2016 6:48 pm
It's been a while since I've been playing this, so I'm coming at this with a fresh take. Here's an idea for upgrading elf archers and quick archers, with 2 upgrades apiece, similar to orc warrior upgrades
Elf archer upgrades
5 turn research
Elf marksman
Cost 2
13 life
7 power
7 range
0 armor
0 Pierce armor
4 movement
10 sight
Ability: lembas heal, aim (+1 power, +2 range to self following turn)
Gains the expected attack and range upgrade, but less life than elite archer. Aim ability allows it to sacrifice a turn's attack for a slight boost next turn.
6 turn research
Elf sniper
Cost 2
15 life
8 power
8 range
1 armor
1 Pierce armor
4 movement
11 sight
Ability:lembas heal, aim
Fully upgraded, can match elite archers with blacksmith upgrades, but with aim ability it can match a trebuchet for range by wasting a turn, leaving elves slightly better archers than humans in the end.
Quick archer upgrades
6 turn research
Elf ranger
cost 3
15 life
5 power
6 range
2 armor
2 Pierce armor
4 movement
9 sight
2 actions
Ability:lembas heal, stab(5 damage to target adjacent unit, ignores armor and bonuses with no counter attack)
Not exactly a melee unit, elf rangers are fast enough to dodge a blade and get in some quick stabs if they have to, gaining survivability over power with this upgrade from quick archers.
6 turn research
Elf commando
18 life
6 power
6 range
3 armor
3 Pierce armor
4 movement
9 sight
2 actions
Ability: lembas heal, stab, transform(stealth commando)
Alternate form
Stealth commando
18 life
5 power
5 range
3 armor
3 Pierce armor
3 movement
9 sight
2 actions
Ability: stealthy, lembas heal, stab, transform(back to unstealthed form)
This final tier adds a little power, some life, but most importantly the ability to hide like an assassin. While hiding, it loses power, range, and speed, plus is vulnerable to being stepped on, but can sneak past enemies and perhaps escape and heal before charging back into the fray. It also reinforces the idea of elves being sneaky over obvious attacks
Elf archer upgrades
5 turn research
Elf marksman
Cost 2
13 life
7 power
7 range
0 armor
0 Pierce armor
4 movement
10 sight
Ability: lembas heal, aim (+1 power, +2 range to self following turn)
Gains the expected attack and range upgrade, but less life than elite archer. Aim ability allows it to sacrifice a turn's attack for a slight boost next turn.
6 turn research
Elf sniper
Cost 2
15 life
8 power
8 range
1 armor
1 Pierce armor
4 movement
11 sight
Ability:lembas heal, aim
Fully upgraded, can match elite archers with blacksmith upgrades, but with aim ability it can match a trebuchet for range by wasting a turn, leaving elves slightly better archers than humans in the end.
Quick archer upgrades
6 turn research
Elf ranger
cost 3
15 life
5 power
6 range
2 armor
2 Pierce armor
4 movement
9 sight
2 actions
Ability:lembas heal, stab(5 damage to target adjacent unit, ignores armor and bonuses with no counter attack)
Not exactly a melee unit, elf rangers are fast enough to dodge a blade and get in some quick stabs if they have to, gaining survivability over power with this upgrade from quick archers.
6 turn research
Elf commando
18 life
6 power
6 range
3 armor
3 Pierce armor
4 movement
9 sight
2 actions
Ability: lembas heal, stab, transform(stealth commando)
Alternate form
Stealth commando
18 life
5 power
5 range
3 armor
3 Pierce armor
3 movement
9 sight
2 actions
Ability: stealthy, lembas heal, stab, transform(back to unstealthed form)
This final tier adds a little power, some life, but most importantly the ability to hide like an assassin. While hiding, it loses power, range, and speed, plus is vulnerable to being stepped on, but can sneak past enemies and perhaps escape and heal before charging back into the fray. It also reinforces the idea of elves being sneaky over obvious attacks