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 Post subject: Wave 9 unit descriptions
PostPosted: Thu May 07, 2009 5:42 pm 
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NotKyle
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Location: KCMO
http://www.housemousegames.com/wave9.html
Sounds like we finally get flying ranged units. Dividers sound cool but if they work the way I think they do I wish they put two squads in a pack like they did with the zombies.


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 Post subject: Re: Wave 9 unit descriptions
PostPosted: Fri May 08, 2009 10:52 am 
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Joined: Fri Jan 25, 2008 2:32 am
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Location: KC MO
Ughh.. Flying ranged units. That's way too bad. Hopefully they are EXTREMELY expensive. Those two capabilities combined will be extremely game changes. Map design will need to be complete rethought. Currently the power of most range units is kept in check by low attack roles. Those with mass amounts of say orc archers need/want to fight for hieght. Microcorp and Omni need height. 4rth with Height are devastating. But to get into a good position to safely acquire the height advantage and acquire it fast enough to make a difference is the hard part.

Fliers will be able to quickly and efficiently take height. Ladies and gentlemen we may possibly have the replacement for the majority of ranged units and in effect making them obsolete. :(


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 Post subject: Re: Wave 9 unit descriptions
PostPosted: Fri May 08, 2009 4:58 pm 
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Wow know has said this already GLADIATORS as squads.

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 Post subject: Re: Wave 9 unit descriptions
PostPosted: Sun May 10, 2009 9:34 pm 
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Post memorable moment here - David
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cobracao wrote:
Ughh.. Flying ranged units. That's way too bad.


HouseMouse wrote:
Ullar’s elite Protectors are masters of teamwork. They patrol the skies and strike fear in even the most powerful heroes with focused attacks from lethal crossbows.


I'm expecting relative lightweights, with some kind of Zettian or Roman Archer-like bonding. A move of 4 or so (consistent with the Minions and Sentinels) a range of 6, (consistent with the Arrow Gruts), and an attack of 1. All for a price in excess of 100 points a pop.


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 Post subject: Re: Wave 9 unit descriptions
PostPosted: Mon May 11, 2009 6:00 pm 
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NotKyle
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TOG wrote:
I'm expecting relative lightweights, with some kind of Zettian or Roman Archer-like bonding. A move of 4 or so (consistent with the Minions and Sentinels) a range of 6, (consistent with the Arrow Gruts), and an attack of 1. All for a price in excess of 100 points a pop.


I concur.


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 Post subject: Re: Wave 9 unit descriptions
PostPosted: Tue May 12, 2009 8:09 am 
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"I'm number two, I'm number two!" - Dan
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Location: Grain Valley (KC Metro Area)
Quote:
I'm expecting relative lightweights


Yes we finally got flying shooters and...and...a..n..d... Awwwww man... they totally SUCK! :lol: LoL

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 Post subject: Re: Wave 9 unit descriptions
PostPosted: Tue May 12, 2009 5:10 pm 
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Joined: Mon Apr 06, 2009 4:26 pm
Posts: 11
Location: Merriam kansas
housemouse already said that the dividers and defenders are in one pack it the dividers won't come in there own expansion pack and double up like the zombies........ i think anyway prob more like the marro drones and minions have to buy multipules


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 Post subject: Re: Wave 9 unit descriptions
PostPosted: Fri May 15, 2009 10:42 pm 
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Joined: Fri Jan 25, 2008 2:32 am
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Location: KC MO
haha.. Well ok. If they roll out that way then maybe that will work. They'll have their place, but they won't dominate. A lot of today's maps would be vulnerable to this type of unit. I saw a really good example earlier, but one you may recognize would be 'The Broken Skyline'. Imagine flying ranged units. Enhanced Drake can be pretty cool with his range, but w/o the height bonus, not as cool as could be.

Imagine, even at over 100 points a pop, if you got put against one of todays army on The Broken Skyline flying ranged could finish the game easily, even w/ a move of 4.


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 Post subject: Re: Wave 9 unit descriptions
PostPosted: Sat May 16, 2009 3:13 pm 
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"My wife isn't interested..." Kyle
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Joined: Mon Sep 24, 2007 9:37 am
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Location: Grain Valley, MO
cobracao wrote:
haha.. Well ok. If they roll out that way then maybe that will work. They'll have their place, but they won't dominate. A lot of today's maps would be vulnerable to this type of unit. I saw a really good example earlier, but one you may recognize would be 'The Broken Skyline'. Imagine flying ranged units. Enhanced Drake can be pretty cool with his range, but w/o the height bonus, not as cool as could be.

Imagine, even at over 100 points a pop, if you got put against one of todays army on The Broken Skyline flying ranged could finish the game easily, even w/ a move of 4.


I'd disagree with the last part. If an overage ranged unit is 2 or 3Attack / 2 or 3 Defense, I'm imagining these with no more than 2 attack, quite possibly only 1, and no more than 5 or 6 range. Probably 2 Defense if I had to guess what would keep them from being broken. That being said, if they were 1 attack 2 defense vs a typical 3 attack 3 defense unit, with the height they still don't have an advantage and they are more than likely expensive. Flying ranged vs. melee, yeah, not much of a matchup on broken skyline, but I'm thinking, they may force you to rethink a few things, they won't be crazy game changin.


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