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Jinete - ACCEPTED
Posted: Mon Apr 09, 2018 10:05 am
by samuelch
Spanish light cavalry armed with sword, shield, and javelin. This unit will have pierce armor, fast speed, and throw javelin ability. This unit javelin throw range is 5. Useful to harass enemy from distance without getting hit and run away. The pierce armor will defend the jinetes from archers.
Re: Jinete
Posted: Mon Apr 09, 2018 12:50 pm
by makazuwr32
1. Throw ability must have cooldown and 4 range i think. Not 5.
2. Speed 5 is good for him. Maybe give also bonus on sands.
My suggested stats:
Trainable at stables and castles
Cost 4 turns
Hp 24
Attack 8 (regular knight bonuses - 50% to infantries)
Speed 5
Sight 7
Armor/p. Armor 1/4
Abilities:
Throw javelin (1 turn cooldown - once per 2 turns can be used) - deals 10 piercing damage that is reduced by p.armor. no damage increase from bonuses, can't target buildings, 3 tiles range (it is harder to throw from horse than on foot, thus lower range and cooldown.)
Image by GoK and Puss
jinete5.png
Re: Jinete
Posted: Mon Apr 09, 2018 1:08 pm
by samuelch
Bonus on sands don't make sense.
Re: Jinete
Posted: Mon Apr 09, 2018 1:42 pm
by makazuwr32
We can live without it)
Re: Jinete
Posted: Mon Apr 09, 2018 1:43 pm
by samuelch
The stats is good.
Re: Jinete
Posted: Mon Apr 09, 2018 1:47 pm
by makazuwr32
They are slower and have lower bonus to infantries if compare them with hungarian hussars.
Re: Jinete
Posted: Wed Apr 11, 2018 4:28 pm
by StormSaint373
But throwing a javalin makes them Soo much more effective, and dangerous
"Ride in, throw javalin, ride out!" Their movement and ranged attack is what makes them a formidable cavalry unit!
Cooldown should be 1, use same JSON as Maori spear throw!
Re: Jinete
Posted: Wed Apr 11, 2018 6:31 pm
by General Brave
Good.
Re: Jinete
Posted: Wed Apr 11, 2018 7:03 pm
by LordOfAles
Re: Jinete
Posted: Wed Apr 11, 2018 7:09 pm
by StormSaint373
Perfect, only thing that should be changed, if anything would be the shield.
But it looks fine as is, so I'll leave that decision alone.
Re: Jinete
Posted: Wed Apr 11, 2018 7:14 pm
by makazuwr32
I think javelin must be in behind of knight while he is holding regular sword.
Re: Jinete
Posted: Thu Apr 12, 2018 11:06 am
by StormSaint373
However, the javalin is his primary weapon.
Re: Jinete
Posted: Fri Apr 13, 2018 8:51 am
by samuelch
"As a military term, jinete (also spelled ginete or genitour) means a Spanish light horseman armed with a javelin, sword and a shield, a troop type developed in the early Middle Ages in response to the massed light cavalry of the Moors.
Their tactics were not to close but to hover round their opponents, continually harassing them till they should give ground or break their formation, when a chance would occur of pushing a charge home. The tactics of the genitours were to swarm around the enemy, to overwhelm him with darts, to draw off if he charged in mass, but to hang upon his flanks and charge him when he grew tired, or fell into disorder"
Jinetes used both their sword and javelin. Javelins to harass their enemies, while swords for charging when possible.
Re: Jinete
Posted: Tue Apr 17, 2018 1:15 pm
by godOfKings
Edit: Old pics deleted
Re: Jinete
Posted: Tue Apr 17, 2018 1:56 pm
by StormSaint373
Re: Jinete
Posted: Tue Apr 17, 2018 3:12 pm
by makazuwr32
samuelch wrote:"As a military term, jinete (also spelled ginete or genitour) means a Spanish light horseman armed with a javelin, sword and a shield, a troop type developed in the early Middle Ages in response to the massed light cavalry of the Moors.
Their tactics were not to close but to hover round their opponents, continually harassing them till they should give ground or break their formation, when a chance would occur of pushing a charge home. The tactics of the genitours were to swarm around the enemy, to overwhelm him with darts, to draw off if he charged in mass, but to hang upon his flanks and charge him when he grew tired, or fell into disorder"
Jinetes used both their sword and javelin. Javelins to harass their enemies, while swords for charging when possible.
They must have sword as their primary weapon, while javelin must be as ability or transform stance.
Re: Jinete
Posted: Tue Apr 17, 2018 3:31 pm
by StormSaint373
Sounds like you read that right out of the Encyclopedia! Lol
Tbh, I get your point. I didn't know that they had swords.
Leave out the switch Stance, give them the throw javalin ability (Range 5, No cooldown) best to keep it simple.
Re: Jinete
Posted: Tue Apr 17, 2018 4:26 pm
by godOfKings
Like Maori warriors throw spear ability, should it cost 1 action? I think it should else he would b dealing 20+ damage every turn, or reduce javelins damage?
Re: Jinete
Posted: Tue Apr 17, 2018 4:34 pm
by StormSaint373
Should cost 1 action/turn to throw. Like Maori.
Javelins would do more damage from horseback due to the highly increased momentum. Don't change Damage
Re: Jinete
Posted: Tue Apr 17, 2018 6:22 pm
by godOfKings
Actually Maoris ability doesn't cost any action, so he can both use ability and atk at the same turn, if jinetes ability costs action then he won't b able to melee atk
Re: Jinete
Posted: Tue Apr 17, 2018 6:58 pm
by StormSaint373
Re: Jinete
Posted: Tue Apr 17, 2018 7:27 pm
by godOfKings
They also heal hp after killing, but their damage in my opinion isn't worth the turn cost
Re: Jinete
Posted: Wed Apr 18, 2018 2:20 pm
by StormSaint373
Gotcha. Also note Maoris have speed 4.
For the Jinete, I recommend speed 6 instead of 5. They are light cavalry, correct?
Re: Jinete
Posted: Wed Apr 18, 2018 3:03 pm
by makazuwr32
They are lighter than knights but not so light to give them 6 speed.
Also another point against giving them 6 speed is that they have ranged activating ability.
Also updated description of ability.
Re: Jinete
Posted: Wed Apr 18, 2018 3:19 pm
by StormSaint373
Understood. Twas nothing more than a suggestion.
Re: Jinete
Posted: Wed Apr 18, 2018 4:25 pm
by godOfKings
I would rather suggest don't give cool down, the player will have choice whether he wants to do melee or ranged atk, for example units like shielders and ballista would b more effective to melee atk than throw javelins, make javelins deal 10 damage instead of giving cooldown,
And range of throw javelins can b 4 so that he can dodge the camel fear aura
Re: Jinete
Posted: Wed Apr 18, 2018 4:46 pm
by makazuwr32
Ability damage will ignore camel fear and only will take into account p.armor.
Still don't like idea of giving no cooldown despite their low range because of even 10 damage is powerful.
Re: Jinete
Posted: Wed Apr 18, 2018 5:09 pm
by godOfKings
At least an archer won't die with 10 damage, and even from 4 range, wen it atks pikeman, it will survive with 1 HP, and can atk jinete next turn,
may b one turn cool down is balanced, he can throw javelin once every 2 turn, but I wouldn't want throw javelin to one hit kill weaker units, except for may b scouts and birds
Re: Jinete
Posted: Wed Apr 18, 2018 5:16 pm
by makazuwr32
godOfKings wrote:At least an archer won't die with 10 damage, and even from 4 range, wen it atks pikeman, it will survive with 1 HP, and can atk jinete next turn, may b one turn cool down is balanced, he can throw javelin once every 2 turn, but I wouldn't want throw javelin to one hit kill weaker units, except for may b scouts and birds
well here you are right.
Forgot about pikeman.
but still don't like idea giving him better range than basic skirmisher (without upgrades) for ability.
Lowered damage from throw.
Re: Jinete
Posted: Wed Apr 18, 2018 5:27 pm
by godOfKings
He costs twice a normal skirmisher, and normal skirmishers r not really trained or experienced, compare him with a battle hardy auxiliary skirmisher instead with the added momentum of a horse raising speed to almost as fast as an arrow to the naked eye