Rogues/Outcasts CLOSED
Posted: Tue Oct 17, 2017 3:32 pm
Advantages:
-ambush tactics
-could raise dead
-several really strong creatures
-good at stealing enemy techs, most of units will benefit from stolen techs
-really fast walls
-modearte air
Disadvantages:
-weak at start
-great units cost high in turns
-weak water units
-without enemy upgrades easy target
Unit tree:
1. Rogue orc warrior - normal orc warrior
2. Rogue elf archer - normal elf archer
3. Rogue human pikeman - normal human pikeman
4. Rogue Skeleton rider - normal skeleton rider
5. Elephant (as usual)
6. Elephant archer (as usual)
7. Longbowman -> Rogue human archer (lower range (5), higher damage (7), 18 hp, 1/1 armor)
8. Black mage - Mounted human mage (speed 4 or 5) with spells: raise undead, strenchen, fear, convert
9. Rogue dwarf worker - basic builder:
9.1. mercenary outpost - barracs of the race, builds 1-4 units
9.2. rogue blacksmith
9.3. merchenary stables
9.4. black tower (mage-type units builder, castle-type building, 400 hp, 15 magic type damage, 7 range, 2 actions/turn),
9.5. Watch tower (looks like AOS forest sentry, 20 hp, no attack,1 carry capacity,4 heal rate, can be upgraded to fire tower (6 damage/5 range/burning weapon/2 carry capacity/6 heal rate)/poison tower(5 damage/6 range/poison weapon/1 carry capacity/12 heal rate)/guard tower(4 damage/7 range/ 3 carry capacity/4 heal rate/aura: vision)
9.6. Palisades (AOS Palisades (35 hp, 1/8 armor) and the same building speed (1))
9.7. Assasins' guild - builds several ambush units, reseaches ambush
10. Koto Beast - looks like purple lizard from w3 (inspired by This Wreckage map), siege type, melee range, 150-200 hp, 6/4 armor, 2 speed, powerful enough to destroy human castle (1500 hp) in 6 turns. if manage to came to it. can carry 2 units (they can't do anything while on koto beast) and is amphibious.
11. Rogue wagon
12. Mur'gul warrior (inspired by Warcraft 3) - amphibious unit with stats about of merman and bonus damage to ships, moves normal on the ground, 3 speed, 2 turns cost
13. Mur'gul wizard - amphibious mage with spells: slow , disarmor (cooldown - 3 turns), summon Murloc slave (weaker than Mur'gul Warrior), moves normal on the ground, 3 speed
14. Black drake - flying-type unit, 20-22 Hp, 0/2 armor, 10-12 damage, 3 range, 1 power range, 4-6 speed, no bonuses, 7 sight, 30% spell resistance, can grow to Bronze dragon after 4-6th kill (only kill! not attack!)
14.1 Black Dragon - flying-type unit, 50-55 Hp, 2/4 armor, 20-24 damage, 4 range, 1 power range, 5-7 speed, no bonuses, 7 sight, 40% spell resistance
15. human assasin - no insta-kill, 12 hp, 24 melee damage, ambush (need to research first): complete invisibility for 2-4 turns with (2-4)+3 turns cooldown, 0/1 armor, 4 speed, 3-5 turns build cost, 300-500% bonus against ground-based cavalary units, steal (could steal from any enemy building their researched tech, need to research first "stealing")
16. Elf assasin - 9 hp, 14 ranged damage, 8 range, ambush, 0/2 armor, 4 speed, (human assasin's build cost)+1-2 turns build cost, 50% bonus against flying-type units, steal
17. Orc assasin - 18 hp, 20 melee damage, ambush, 0/0 armor, 3 speed, (human assasin's build cost)-(1-2) turns build cost, 50% bonus against ground-based non-cavalary units, steal
18. Mur'gul assasin - 15 hp, 10 melee-type damage, 2 range, 2 actions/turn speed 2 on ground, 5 on water, ambush, 0/0 armor, 3 turns build cost, 150-200% bonus against ships, steal
Race description: they are outcasts from other races. to survive they use ambush tactics, some great beasts they could tame and also every tech they can steal from their formrer allies.
they can't get much upgrades for units by themselves, but they can steal them from others and most of units will benefit from them.
-ambush tactics
-could raise dead
-several really strong creatures
-good at stealing enemy techs, most of units will benefit from stolen techs
-really fast walls
-modearte air
Disadvantages:
-weak at start
-great units cost high in turns
-weak water units
-without enemy upgrades easy target
Unit tree:
1. Rogue orc warrior - normal orc warrior
2. Rogue elf archer - normal elf archer
3. Rogue human pikeman - normal human pikeman
4. Rogue Skeleton rider - normal skeleton rider
5. Elephant (as usual)
6. Elephant archer (as usual)
7. Longbowman -> Rogue human archer (lower range (5), higher damage (7), 18 hp, 1/1 armor)
8. Black mage - Mounted human mage (speed 4 or 5) with spells: raise undead, strenchen, fear, convert
9. Rogue dwarf worker - basic builder:
9.1. mercenary outpost - barracs of the race, builds 1-4 units
9.2. rogue blacksmith
9.3. merchenary stables
9.4. black tower (mage-type units builder, castle-type building, 400 hp, 15 magic type damage, 7 range, 2 actions/turn),
9.5. Watch tower (looks like AOS forest sentry, 20 hp, no attack,1 carry capacity,4 heal rate, can be upgraded to fire tower (6 damage/5 range/burning weapon/2 carry capacity/6 heal rate)/poison tower(5 damage/6 range/poison weapon/1 carry capacity/12 heal rate)/guard tower(4 damage/7 range/ 3 carry capacity/4 heal rate/aura: vision)
9.6. Palisades (AOS Palisades (35 hp, 1/8 armor) and the same building speed (1))
9.7. Assasins' guild - builds several ambush units, reseaches ambush
10. Koto Beast - looks like purple lizard from w3 (inspired by This Wreckage map), siege type, melee range, 150-200 hp, 6/4 armor, 2 speed, powerful enough to destroy human castle (1500 hp) in 6 turns. if manage to came to it. can carry 2 units (they can't do anything while on koto beast) and is amphibious.
11. Rogue wagon
12. Mur'gul warrior (inspired by Warcraft 3) - amphibious unit with stats about of merman and bonus damage to ships, moves normal on the ground, 3 speed, 2 turns cost
13. Mur'gul wizard - amphibious mage with spells: slow , disarmor (cooldown - 3 turns), summon Murloc slave (weaker than Mur'gul Warrior), moves normal on the ground, 3 speed
14. Black drake - flying-type unit, 20-22 Hp, 0/2 armor, 10-12 damage, 3 range, 1 power range, 4-6 speed, no bonuses, 7 sight, 30% spell resistance, can grow to Bronze dragon after 4-6th kill (only kill! not attack!)
14.1 Black Dragon - flying-type unit, 50-55 Hp, 2/4 armor, 20-24 damage, 4 range, 1 power range, 5-7 speed, no bonuses, 7 sight, 40% spell resistance
15. human assasin - no insta-kill, 12 hp, 24 melee damage, ambush (need to research first): complete invisibility for 2-4 turns with (2-4)+3 turns cooldown, 0/1 armor, 4 speed, 3-5 turns build cost, 300-500% bonus against ground-based cavalary units, steal (could steal from any enemy building their researched tech, need to research first "stealing")
16. Elf assasin - 9 hp, 14 ranged damage, 8 range, ambush, 0/2 armor, 4 speed, (human assasin's build cost)+1-2 turns build cost, 50% bonus against flying-type units, steal
17. Orc assasin - 18 hp, 20 melee damage, ambush, 0/0 armor, 3 speed, (human assasin's build cost)-(1-2) turns build cost, 50% bonus against ground-based non-cavalary units, steal
18. Mur'gul assasin - 15 hp, 10 melee-type damage, 2 range, 2 actions/turn speed 2 on ground, 5 on water, ambush, 0/0 armor, 3 turns build cost, 150-200% bonus against ships, steal
Race description: they are outcasts from other races. to survive they use ambush tactics, some great beasts they could tame and also every tech they can steal from their formrer allies.
they can't get much upgrades for units by themselves, but they can steal them from others and most of units will benefit from them.