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Cossacks - complete revamp of idea

Posted: Tue Dec 12, 2017 9:38 am
by makazuwr32
Units:

All units can't be affected by high morale buffs.

Cossack brawler:
Infantry-type anti-infantry based unit
Health - 23
Attack power - 9
Attack range - 1
Actions/turn - 2
Speed - 3
Sight - 5
Armor - 1/0
Spell resistance - 40%
Cost - 4 turns
Has "Battle shout" ability: gains for 1 turn "Shout" aura that lowers damage of all enemy melee units by 4, cooldown 4 turns. Stackable with "Fear" aura.
Samurai/Hatamoto-based bonuses exept all bonuses to buildings.
could have effect "Native places"
Can gain both sword and infantry armor upgrades from blacksmith

Cossack archer:
Archer-type unit
Health - 16
Attack power - 5
Attack range - 4
Actions/turn - 1
Speed - 3
Sight - 7
Armor - 0/0
Spell resistance - 40%
Cost - 3 turns
Has ability "Dead eye": gains +5 damage for next turn. Cooldown 3 turns.
Has ability "Arrow volley": gains +3 actions/turn with -3 damage for next turn. Cooldown 4 turns.
Normal archer bonuses
could have effect "Native places"
Can gain both bow and ranged armor upgrades from blacksmith

Cossack raider
Mounted-type unit
Health - 25
Attack power - 7
Attack range - 1
Actions/turn - 2
Speed - 6
Sight - 7
Armor - 0/1
Spell resistance - 40%
Cost - 4 turns
"Fearless" - can't be affected by fear aura, gives +2 damage to all other melee units in range of 1, non-stackable, can't affect other units with this ability, stackable with high morale.
All usual bonuses to non-mounted units and additional bonuses (80%) to Knights (and upgrades), Hussars, Hungarian Hussars, Templar Knights, Axe Knights
could have effect "Native places"
Can gain both sword and cavalry armor upgrades from blacksmith

Cossacks outpost (name WIP):
Roman garrison-type building
Health - 28
Armor - 0/3
Sight - 7
Carry capacity - 3
Heal rate - 5
Cost - 6 (YES, higher than roman garrison)
Spell resistance - 100%
Active effects: "Native places" (name WiP) - gives all cossacks in 3 range from building +1 to speed.
Trains:
Cossack brawler
Cossack archer
Cossack raider
Can't get buildings hp upgrades.
Upd.: can be bulit in the forests.

Updated stats, Added probability to be upgraidable with blacksmith.
Update 2: rewamp. Again.

Re: Cossacks - complete revamp of idea

Posted: Tue Dec 12, 2017 3:14 pm
by DoomCarrot
It is interesting, but should cossacks use bows or gunpowder? Bows seem a little strange to me, but I suppose early cossacks did use them

Re: Cossacks - complete revamp of idea

Posted: Thu Dec 14, 2017 2:33 pm
by COOLguy
I do like the idea of multiple cossacks, however, I'm a little worried that these stats might be a bit OP

Re: Cossacks - complete revamp of idea

Posted: Thu Dec 14, 2017 3:04 pm
by makazuwr32
Only if you'll allow them to gain too much battle experience. and beside celtic warrior has 7 damage with 11 health, hatamoto 25 hp, 9 damage, 2 melee armor AND can be upgraded by blacksmith.
and even if calculate damage of cossack raiders as 12 (6x2), then you must remember, that target's armor will lower damage once for each attack.
Cossack brawler has lower health than even normal swordman.
And cossack archer has less hp than roman saggitarius and auxillary archer. and none of cossacks can get ANY of blacksmith upgrades.

Upd.:


Also Battle experience could be a research for them in their building. for i think 6 turns. And only after research they'll get this ability.
And their building is built longer, than standart produsing buildings. And their archers have lowest range and lowest base damage from all archers (their range will be on pair with mongolian horsemen, but these ones have double speed compared to cossack archers, and to slingers, who can be trained in cities and has 2 turns to produce)

And good counters to all those cossacks are:
1. fortifications, because they haven't any bonuses to them.
2. artillery - ballistas, catapults
3. long-range archers, because cossacks have almost no piersing armor.
4. upgraded units and blacksmith upgrades.
5. ships
6. all previous together
for example longowman with all archer upgrades has 8 damage, 9 range, 14 hp, 2/2 armor. And how cossacks without raiders can possibly deal with them? and if those longbowmen would sit in a fortress, then you can't do to them anything rather then to kill them with cossacks corpses.

Just mass longbowmen and those cossacks will melt in no time.

Re: Cossacks - complete revamp of idea

Posted: Sun Dec 17, 2017 8:11 pm
by makazuwr32
Some arts of cossacks inspired by AoS i found. Made by Maxim Korneev.
Cossack Raider.jpg
Cossack brawler.jpg

Re: Cossacks - complete revamp of idea

Posted: Sat Dec 30, 2017 8:11 am
by makazuwr32
Updated stats, increased Brawler cost, added probability to be upgraded in blacksmith.

Re: Cossacks - complete revamp of idea

Posted: Sat Apr 14, 2018 9:11 am
by makazuwr32
Complete rewamp of units. Again.
Removed "battle expirience" from all units.

Re: Cossacks - complete revamp of idea

Posted: Sat Apr 14, 2018 9:19 am
by godOfKings
did cossacks ever meet camel riders? the reason horse riders have camel fear is because their horses have never seen camels before and camel's smell scares them, does they r afraid to approach camels even if their riders whip them, it doesnt matter if the riders r fearless of camels u cant change a horse's instinct

Re: Cossacks - complete revamp of idea

Posted: Sat Apr 14, 2018 9:55 am
by makazuwr32
Yes they did. They fought many times with ottomans and saracens which used camels as well.