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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Subfactions
Thread: Subfactions This thread is 2 pages long: 1 2 · NEXT»
zipzopzoobity
zipzopzoobity

Tavern Dweller
posted July 10, 2014 05:31 AM
Edited by zipzopzoobity at 11:33, 12 Jul 2014.

OOOH BOY HERE WE GO

Well actually not yet, I still have to explain stuff.
Basically, there are plenty of things to make Heroes 7 better, and one of the many suggestions is to make it so that the factions to have more creatures than the hero could possibly carry, like Haven would have 9 creatures when you can only take 7 with you, to promote different strategies even when using the same faction. This is just pretty much my take on it. Also you can discuss your own subfactions or whatever too.

ANYWAYS back on track.

My idea for the "extra creatures" is to include subfactions, with each faction having 3, making a total 27 different playstyles for the 9 factions.

The "core" lineup would be 7 creatures, the core tier units and their upgrades, and a basic elite creature, whose upgrade would depend on which subfaction you chose.

The chosen subfaction would also grant the player a racial, a bonus to the core creature's stats, and a reskin of the core creatures.

It would also give the other 7 creatures, which are the other two elites and their upgrades, the first elite's upgrade, and the champion and its upgrades. Sorry if this is confusing.

For example, lets say you play the faction Sylvan, the core army lineup is:

Core A, and its upgrade
Core B, and its upgrade
Core C, and its upgrade
Elite A, Base only, no upgrade

And say you chose Subfaction 1 you would get the following:
Elite A's Sf1 upgrade
Sf1 Elite B, and its upgrade
Sf1 Elite C, and its upgrade
Sf1Champion, and its upgrade

Along with:
Sf1 Racial ability
Sf1 Reskin of Core lineup
Sf1 Town Screen
Sf1 Bonus stats or extra ability for Core lineup (Not sure about including this one )

So, tonight, or tomorrow, depending on how lazy I am, I will do subfactions for the titular beginning and Holy zealot faction Haven!

____________
AM I DEAD YET? -
JonTron, Glorious Ruler,
Leader, and Queen Matriarch
of the bountiful land, Eech.

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MattII
MattII


Legendary Hero
posted July 10, 2014 05:58 AM
Edited by MattII at 08:50, 10 Jul 2014.

I think there's been a few ideas like this before, but none recently.

Also, I'd suggest a slight modification, since I feel it would be a good idea to include all three tiers in a subfaction:
Common creatures
Core A and upgrade
Core B (without upgrade)
Elite A and upgrade
Elite B (without upgrade)
Champion (without upgrade)

Subfaction Creatures
Upgrade for Core B
Core C and upgrade
Upgrade for Elite B
Elite C and upgrade
Upgrade for Champion

To follow on with the Sylvan example: (the italicised names in the proposal are those that refer to common creatures)
Common Creatures
(core) Pixie » Sprite
(core) Elf Archer
(elite) Dendroid » Elder Dendroid
(elite) Druid
(champion) Green Dragon

Subfaction 1 (wood elves)
(core) Pixie » Sprite
(core) Elf Archer » Hunter
(core) Boar » Razorback
(elite) Dendroid » Elder Dendroid
(elite) Druid » Druid Elder
(elite) Stag » Cerynan Stag
(Champion) Green Dragon » Emerald Dragon

Subfaction 2 (high elves)
(core) Pixie » Sprite
(core) Elf Archer » Grand Archer
(core) Defender » Sentinel
(elite) Dendroid » Elder Dendroid
(elite) Druid » High Druid
(elite) Unicorn » Silver Unicorn
(Champion) Green Dragon » Golden Dragon

Subfaction 3 (shadow elves)
(core) Pixie » Sprite
(core) Elf Archer » Striker
(core) Grey Wolf » Dire Wolf
(elite) Dendroid » Elder Dendroid
(elite) Druid » Black Druid
(elite) Panther » Shadowcat
(champion) Green Dragon » Grey dragon

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Steyn
Steyn


Supreme Hero
posted July 10, 2014 09:47 AM
Edited by Steyn at 09:50, 10 Jul 2014.

Quote:
(elite) Stag » Cerynan Stag

What is a Cerynan Stag? or is it just a fancy word for upgraded stag?

I don't know whether I like shadow elves as subfaction. They sound really similar to dark elves. What do you think of Mist Elves? Instead of the shadows they would use fog for concealment and to disorient their enemies. Where High elves would have light magic affinity, the Mist Elves use water magic.

Subfaction 3 (mist elves)
(core) Pixie » Sprite
(core) Elf Archer » Striker
(core) Blade Dancer » Wind Dancer
(elite) Dendroid » Elder Dendroid
(elite) Druid » Damp Druid
(elite) Lynx » Clouded Leopard
(champion) Green Dragon » Grey dragon

Edit: Lynx (without the elf on top):

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MattII
MattII


Legendary Hero
posted July 10, 2014 11:25 AM

Steyn said:
What is a Cerynan Stag? or is it just a fancy word for upgraded stag?
No, it's a Cerynian Hind of Greek Myth.

Quote:
I don't know whether I like shadow elves as subfaction. They sound really similar to dark elves.
Please let's not talk about those Warcraft ripoffs. My idea for the shadow elves is a sort of 'fantasy dark forest' theme, the kind of place where it's shadowy even during the day, and you'd fully expect to find (in a fantasy world) vampires and werewolves.

Quote:
What do you think of Mist Elves? Instead of the shadows they would use fog for concealment and to disorient their enemies. Where High elves would have light magic affinity, the Mist Elves use water magic.
Works for me. Also, my ideas were not an actual proposal, simply an example of how I'd make the subfaction idea work. Mind you, I'm not entirely happy with even my idea, it's too fixed, too formal. I'd be happier if creature replacement for the sub-factions happened like the upgrades in Heroes 2, only where they're needed, not according to some 'system'.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 10, 2014 11:43 AM

Fine to see someone posting a new proposal. As Matt said, we had some similar proposals here, but I'm very interested to see you work it out. What I find interesting and I'm not sure wether it was in the long past posts suggesting this, is the connection to non-unit elements. I would expand that even, maybe (special buildings, war machines (at least in skin), in some cases even needede rare resource) Like Matt, I personally would like to see either one subfaction-specific Core unit, and/or subfaction-specific Core upgrades on at least one Core unit. Unlike Matt, though, I would like much different Champion units, as you proposed as well.

But going along with your style, a suggestion by me on...well...H3-Fortress, if you wish so. (hope that's okay)

Fortress
(=mainly scaled swamp castle)

Common Creatures
CORE
-Hunter > Headhunter (beings from a small&agile frog-/toad-like humanoid race, armed with a blowgun)
-Tribesman > Tribe Warrior (Lizardman in more or less H-3-style, aggressive and armed with a scimitar)
-Will 'o' Wisp > Fen Fire
ELITE
-Serpent (a really large(!) snake)

Sf1: Archaic Tribes
NOTES:
-Reskin of Core units: better cloth/armor & weaponry, slightly more upright look for the humanoids. The wisp shines brighter.)
-Town Screen: Ancient, half-ruined stone buildings, Obelisks, many ornaments, many torches.
-bonus: better maxHP.
-racial: Way of the Ancients (some leadership(unit stats enhancing) or AM-focused skill)
ELITE
-Serpent > Python
-Kappa > Elder Kappa
-Warden > Ancient Warden (a Naga melee/support unit)
CHAMPION
-Phoenix > Garudian Phoenix

Sf2: Savage Tribes
-Reskin of Core units: ragged or no cloth, as well as stone weapons for the humanoids, a more flickering skin for the wisp.
-Town Screen: Caves, Nests and hidden Tree-Huts, Spikes and Skulls on poles much to be seen.
-bonus: poison attacks for everybody
-racial: Guerilla Tactics (Bonuses based on terrain, other terrains than swamp have to be explored first)
ELITE
-Serpent > Anaconda
-Dragonfly > Pichen (latter is a mythological creature from south america)
-Wyvern > Red-Breasted Wyvern
CHAMPION
-Hydra > Chaos Hydra

Sf3: Voodoo Cult
-Reskin of Core units: the humanoids look a bit better-fed, but also bow a bit deeper, their eyes are black. The wisp is a bit dark and gloomy.
-Town Screen: long ways of planks and groups of stilt-houses, also quite a bit of fog/mist.
-bonus: immunity to blind
-racial: Voodoo Magic (Well, your own very special spells, and also potionmaking)
ELITE
-Serpent > Amarum (upgr: spirit in shape of a water boa)
-Voodoo Priestess (a woman of the forementioned toad-people, a bit fat and old, can summon zombies onto the battlefield)
-Cockatrice > Combed Cockatrice
CHAMPION
-Dragon Zombie > Dragon Mummy (a dragon long dead in the swampwater revived in a voodoo ritual)

jsut a sum of thoughts, with purpose of getting an idea of the concept. I think I like it, it offers quite some versatility.

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MattII
MattII


Legendary Hero
posted July 10, 2014 12:19 PM
Edited by MattII at 12:19, 10 Jul 2014.

Well I only held back on the unique Champions was because I figured the chances of getting 3 properly unique champion creatures for each faction was going to be somewhat more difficult than finding three different upgrades for a single champion creature. With Haven for example, upgrading an angel can go 3 ways, defensive supporter, offensive supporter, and beserker, while finding two alternatives to the angel is probably going to be somewhat harder.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 10, 2014 12:56 PM

Depends on how you feel uniqueness and how you view Haven. If "Haven" is mainly a human faction with only one clerical branch you could for esxample have angel (clergy), Paladin (Nobility) and some mid-level construct ( Inventors). Or, if you want to have a "holy faction of light"-haven, you could have for example an Angel (Church), a Phoenix (Zealots) and a Crusader (Templars). If, on the other hand, you want a more medieval clergy, but divided by alignment you could have Angel (good), Prophet (neutral) and Fallen Angel (evil). Or, if you want it medieval-fantastic with not only clergy, but variant, you could have Angel (Clergy/Light), Dragon Knight (Nobility/Order) OR War-Ogre (Renegades/Freedom). YOu could also make a Roman-Empire Haven with Angel (clergy again), Chariot (Legions) and War Elephant (Border Provinces).

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MattII
MattII


Legendary Hero
posted July 10, 2014 01:30 PM
Edited by MattII at 21:16, 10 Jul 2014.

Now add in another 6 factions. Also, I have to say that I doubt most of those options would come anywhere close to matching an angel in terms of firepower or endurance.

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Steyn
Steyn


Supreme Hero
posted July 10, 2014 01:49 PM

Although I would like different champions for the subfactions I have to agree with Matt that for some factions it would be to difficult. You still have the different upgrades though, so the champions can be (and should be) quite different. Perhaps some subfactions can have an alternate champion, why should it work the same for every faction? However, you have to make sure that the subfaction then is chosen before the champion is build.

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JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted July 10, 2014 01:58 PM

Please. No to Lynx. Lynx is boring, uncool and will just destroy Sylvan as a whole. Choose something interesting like a Beast Master or a Beast King.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 10, 2014 02:18 PM

JeremiahEmo said:
Please. No to Lynx. Lynx is boring, uncool and will just destroy Sylvan as a whole. Choose something interesting like a Beast Master or a Beast King.


That is a very simplifying statement. Lynx is rather more original than classical beasts like panther, wolf or even bear. And what would a Beast king be?

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Steyn
Steyn


Supreme Hero
posted July 10, 2014 02:18 PM

What makes a lynx more boring than a wolf, panther, bear, stag, boar, giant birdy (roc), bull (gorgon) or snake?
Cats are silent stalkers that hunt via sudden strikes from an ambush, which would fit perfectly with a more feral version of the elves (as opposed to the flowery fairy like elves that you so seem to hate). And as there is even official artwork of elves on lynxes they seem like the perfect choice to me.

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JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted July 10, 2014 03:36 PM

well, the picture you posted is boring and doesn't inspire anything.
If Lynxes are to be included, this should be their model:






that or just simply change the rider to this guy:

He represents the Sylvans much better than that girl. I mean, what is she wearing?

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Steyn
Steyn


Supreme Hero
posted July 10, 2014 03:50 PM
Edited by Steyn at 15:51, 10 Jul 2014.

Maybe you missed it, but I said without rider. I think she is wearing leaf inspired armor, or even armor made from leaves, which sounds silly, but maybe those are really sturdy leaves. Your elf would definitely not fit Sylvan. She looks really disconnected from nature. Maybe she could pass as a Sea elf, but not as Wood elf.

Your Lynx model could be something for a shape shifter druid, although I would than make him a bit more bulked up. However, the idea was to have a forest creature fighting with the elves. Besides, I think he does look awesome, especially combined with a dark and foggy forest

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MattII
MattII


Legendary Hero
posted July 10, 2014 09:27 PM
Edited by MattII at 21:31, 10 Jul 2014.

Can we all just ignore JE please, He has this tendency to make flat statements, believe that his is the only way (you'll notice that he's the first person in this thread to say that something is wrong, rather than saying that he disagrees with it) and is given to sexist views.

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zipzopzoobity
zipzopzoobity

Tavern Dweller
posted July 11, 2014 07:59 AM
Edited by zipzopzoobity at 12:58, 14 Jul 2014.

@MattII I know there has been similar proposals before, but I just wanted to create a thread about it.

@Jiriki9 Of course it's okay to show your suggestions! Like I said in my first post this thread is to discuss subfactions and other stuff like that.

Anyways,

HAVEN
You may love them, or hate them, but they're here to stay! Haven is usually the tutorial faction of the series, but still focus on a rather defensive, or at least try to be defensive, playstyle. They're also extremely zealous and would probably smite you if they learn you hate Elrath.

But, before we begin, let's list the possible subfactions Haven could have. This is just to explain my reasons for picking the various subfactions.

Griffin Duchy
Wolf Duchy
Bull Duchy
Greyhound Duchy
Unicorn Duchy
Stag Duchy
Raven Duchy
Falcon Duchy(Does this exist anymore? I can't remember)
Free Cities
The Church of Elrath

Wow! That's 10, or 9, different possible subfactions! But we're sticking with 3, so lets narrow it down. Well Ubi said there was never going to be a Free Cities faction, and the fact that Haven is more the Griffin/Falcon Empire, rather than humans as a whole. What about the other possible subfactions? Well, they weren't important to the story, or aren't really featured in DoC. But we could change that by simply making the Empire go into a civil war. Let's make it so that the Griffin Duchy is starting to act like a bit of a jerk, pretty much "We're the head of the Empire! We should be considered better than the others!" The Wolf Duchy, who weren't portrayed that well in HoMM6, decide to say **** you Griffin Duchy stop acting like jerks, and they go to war, with the various other duchies choosing who they want to side with. So you play as the head of the rebellion, or the head Also the Church is crusading or something dunno. If you have a better idea than this post it, since while I think my idea works, it can be better.
Also, link to the DoC wiki, lonk

ONTO THE CREATURE LINEUP/SUBFACTIONS/RACIALS/ETC

Also, should mention that I think defense should contribute to retaliation damage instead of attack, since it makes a bit more sense. So for example a unit that has 1 attack, but 2 defense, will do more damage on retaliation, than regularly attacking.

Also, another thing, the Hero is the leader of the mercenary group, the Iron Legion, that was hired by one of the duchies, because you're super strong or whatever, and you choose who you want to side with in the civil war in a mission, ao that's the reason with the whole Iron [blank] and grey thing.

Common Creatures/Lineup

Core Units:
Iron Guard -> Iron Praetorian (Renamed to Wolf, Griffin, or Holy Praetorian after choosing the respective subfaction)
Stats:
Attack, Average
Defense, High
Resistance, Semi-Low
Hit Points, High
Speed, Low
Initiative, Low
Growth, Semi-High
Abilities: (Basic & Upgrade) Large Shield, Unit takes 40% less damage from non-magical ranged attacks.
(Basic & Upgrade) Bodyguard, Unit takes 40% of damage directed to neighboring units.
(Upgrade) Long Reach, Unit attacks one space ahead, for no enemy retaliation.
Description: Imagine a heavily armed medieval infantry unit, in some grey armor and a very large rectangular shield. Now equip it with a longsword or a halbred for it's basic and upgraded form respectively. Also the Praetorian has a little spike on his helmet. And a bit more armor too.

Iron Crossbowman -> Iron Marksman (Same renaming structure as above)
Stats:
Attack, High
Defense, Low
Resistance, Semi-Low
Hit Points, Semi-Low
Speed, Average
Initiative, Semi-High
Growth, Semi-High
Abilities: (Basic & Upgrade) Armor Piercing, Unit's attacks ignore 5% of enemy target's defense when unit has range penalty, ignores 33% of target enemy's defense when unit doesn't have range penalty, and ignores 100% of enemy defense when enemy target is within 3 tiles of unit.(Sorry if this is confusing)
(Upgrade) No Range Penalty, Unit doesn't get range penalty when shooting more than it's range/half the arena
Description: Pretty much just the Crossbowman from homm6 but more grey. The Marksman has more armor, and is again, grey.

Sister -> Vestal (Blahblah Renaming Structure Blahabalablah)
Stats:
Attack, Average (But lower than the Praetorian/Guard)
Defense, Semi-Low
Resistance, High
Hit Points, Semi-Low
Speed, Average
Initiative, Average
Mana,25
Abilities:(Basic & Upgrade) Heal, Restores hit points to target friendly unit, can also resurrect 1 unit in stack
(Basic & Upgrade) Blinding Attack, Attack has a 25% to inflict blind at a basic level.
(Upgrade) Caster, Unit can cast spells from its spell book,
spell book includes: Haste, Righteous Might, and Endurance at a basic level. Spells go up to advanced level after choosing subfaction and hero has sufficient enough magic.

Description: The Sister is a blond woman in not-very-intricate white robes, with a kinda nun-look, and the Vestal has a crown that is three spikes, one on top, one on the right, and one on the left. Also the Vestal has grey robes.

Elite Unit:

Iron Commander
Stats:
Attack, Average
Defense, Average
Resistance, Average
Hit Points, Average
Initiative, Average
Abilities: (Basic & Upgrade) Aura of Bravery, Neighboring friendly stacks get +1 morale
(Basic & Upgrade) Tactics, Unit can direct other units to do certain formations/tactics
Description: Imagine a semi-heavily armored infantry with a sheathed longsword, a cape, and an iron helmet with a spike on top of it.

Iron Commander tactics:
1. Turtle/Tortoise, Praetorian/Guards split up from the base stack and assemble into a 2x2 unit(Turtle)or a 3x3 unit (Tortoise) Turtle takes 50% less damage from all non-magical attacks, and has higher speed and iniative than Tortoise. Tortoise takes 75% less damage from all non magical attacks, and can protect one stack, other than the Praetorians/Guards. Protected stack can't take damage, and can't attack. Protected stack's aura (if the unit has one) still affects the Praetorians/Guards. Praetorians/Guards stay in formation for three turns.
2. Covering Fire, Crossbowmen/Marksmen  split up into 5 separate stacks and attack a 4x4 space for 3 turns or give supporting fire to a stack for that stack's next three attacks.

Overview: Now you might be saying, "Aren't the core creatures exactly the same as homm6?, and to answer that yes, they are. When I thought of the core creature lineup, I thought, "What would a basic army be?" and the homm6 core army lineup is that. The Praetorian guards the Marksman and vestal from damage, and also can be offensive with the Turtle/Tortoise tactic, while the Marksmen deals damage, while providing covering fire for the Praetorian, and the vestal to buff the Marksman or Praetorian's damage, and heal the Praetorian. The Commander directs orders, and is a sufficiently average elite unit.

Jesus H. Christ is this gonna be a long post. Also sorry for no pictures, for some reason I can't put any in .

ANYWAYS, subfactions.

Sf1 Wolf Duchy/Rebels
GRANTS
Reskin of Core Units: Have Wolf Duchy colors (black and red), furs, and the armor becomes black instead of grey.
Town Screen: Dark gothic architecture on a snowy star-filled night.
Bonus: All units retaliation strikes are more powerful (1.25 times more powerful to be exact), unless they already have an ability that does that.
Racial: Blade of Vengeance, Damage to target is equal to amount of damage done to army times 2. If the enemy kills a unit that has 10 health by doing 20 damage, only the lost health (10) is counted.

LINEUP
Elite Creatures
Iron Commander -> Kommandant
Stats:
Attack, Average -> Semi-Low
Defense, Average -> Semi-High
Hit Points, Average -> Semi-High
Resistance, Average -> Semi-High
Speed, Average -> Semi-Low
Initiative, Average -> Slightly-Worse-Than-Average
Growth, Average -> Average
Abilities: (Basic & Upgrade) Aura of Bravery, All neighboring stacks get +1 morale
(Basic & Upgrade) Tactics, Unit can direct other units to do certain formations/tactics
(Upgrade) Unlimited Retaliation, Unit retaliates whenever a creature attacks it, except when the attacking creature has the ability No Enemy Retaliation
Description: The Wolf Commander looks pretty much like the Iron Commander, except his armor is black, he has black fur around his neck,and his red cape has the Wolf Duchy logo on it.
Tactics are further down.

Direwolf -> White Wolf
Stats:
Attack, Semi-High
Defense, Low
Hit Points, High
Resistance, Low
Speed, Semi-High
Initiative, Semi-High
Growth, Slighly-Better-Than-Average
Abilities: Large Creature
(Basic & Upgrade) Jump, Unit can jump over Yx1 Obstacles
(Basic & Upgrade) Pounce, Unit can pounce on enemy unit while gaining 5% damage every tile it jumps. Range is at least 2 tiles and at max half the unit's speed
(Upgrade) Freezing Attack, Unit has a 33% chance of casting frozen (is this the right name?) the enemy at an expert level when attacking. Can occur during pounce.
Description: The Direwolf is a giant grey wolf, except dire, and the White Wolf is a giant white wolf with fangs of ice.

Heavy Calvary -> Schildw�chter
Stats:
Attack, Slightly-Worse-Than-Average
Defense, High
Hit Points, High
Resistance, Low
Speed, Slightly-Better-Than-Average
Iniative, Average
Growth, Low
Abilities: Large Creature
(Basic & Upgrade) Preparation, Every tile the enemy crosses takes to attack this stack, the damage is reduced by 5%
(Upgrade) Joust, Every tile this unit crosses to attack, it increases the attack damage by 5%
Description: The Heavy Calvaryman is a heavily armoured man on a large dark horse equipped with a axe, has a red cape with the wolf duchy logo on it, and his armour is black. The Schildw�chter is a heavily armoured man on a large armoured horse, equipped with a halberd, who's armour is black, along with the cape.

Champion
Avenger -> Spirit of Vengeance
Stats:
Attack, Low
Defense, Highest for tier
Hit Points, High
Resistance, Semi-High
Speed, Slightly-Worse-Than-Average
Initiative, Average
Growth, Semi-Low
Abilities: (Basic & Upgrade) Unlimited Retaliation,Unit retaliates whenever a creature attacks it, except when the attacking creature has the ability No Enemy Retaliation
(Basic & Upgrade) Avenger, Stack's next non-retaliation attack gains bonus damage equal to number of friendly creatures dead times 10
(Upgrade) Frenzy, Retaliation does 1.5 damage and increases with each retaliation
(Upgrade) Ranged Retaliation, Creature retaliates upon ranged attack. This creature specifically can't shoot as a non-retaliation attack.
Description: The Avenger is a heavily muscled man with a massive amount of scars, wearing only armoured leggings/pants, a direwolf cloak, and large gauntlets. The Spirit of Vengeance is pretty much the same thing except with a breast plate and blank eyes.
Flavor Text! Doing this only for champions. Anyways, here we go!
Avengers are warriors who have been in over 300 battles, an honour granted to few. So powerful are their defense and retaliations, that even the mightiest of orcs pause when facing one.

Spirits of Vengeance may look like regular Avengers, but they're not. They're mere husks of men, possessed only by the spirits of battle and revenge, who use whatever means possible to inflict damage on those who hurt them.


The allied Duchies' units can be campaign only neutrals.

Kommandant Tactics:
1. Turtle/Tortoise
2. Covering Fire
3. Hold the Line, Praetorians and Marksmen form a 3-6x1 obstacle if a unit attacks or goes adjacent, even if the unit is flying adjacent to the obstacle, they take damage and stop in their tracks. Stays in formation for 3 turns.
4. Ambush, Direwolf/White Wolf stack goes out of map and strikes 3 selected spaces after 2 turns.

btw the Haven subfactions are meant to be similar.

Sf2 Griffin Duchy/Imperials
GRANTS
Reskin of Core Lineup: Armor is white, and has fancy gold inlay all over the armor. Just image the regular HoMM6 upgraded Haven Creatures.
Town Screen: Shining white Gothic buildings, with large gardens everywhere, pretty much a typical fairytale kingdom.
Bonus: Units +1 speed and initiative
Racial: Speed of the Griffin, Choose 3 creatures, and they move to the beginning of the APB bar.

LINEUP
Elite
Iron Commander -> Griffin Commander
Stats:
Attack, Average -> Semi-High
Defense, Average -> Semi-Low
Hit Points, Average -> Semi-Low
Resistance, Average -> Semi-Low
Speed, Average -> Semi-High
Initiative, Average -> Semi-High
Growth, Average
Abilities: (Basic & Upgrade) Aura of Bravery, Neighboring friendly stacks get +1 morale
(Basic & Upgrade) Tactics, Unit can direct other units to do certain formations/tactics
(Upgrade) Strike and Return, Unit attacks target and then goes back to its previous location
Description: A commander with fancy white armor

Griffin -> Imperial Griffin
Stats:
Attack, Semi-High
Defense, Semi-Low
Hit Points, Semi-Low
Resistance, Semi-Low
Speed, High
Initiative, High
Growth, Average
Abilities: Large Creature
Flyer
(Basic & Upgrade) Unlimited Retaliation, Unit retaliates whenever a creature attacks it, except when the attacking creature has the ability No Enemy Retaliation
(Upgrade) Battle Dive, Stack goes into the sky and attacks a selected space next turn
(Upgrade) Immune to Blind, Take a guess
Description: Griffin = An eagle lion. Imperial Griffin = An armoured eagle lion.

Light Calvary -> Swift Rider
Stats:
Attack, Semi-High
Defense, Slightly-Worse-Than-Average
Hit Points, Average
Resistance, Low
Speed, High
Initiative, High
Growth, Average
Abilities: Large Creature
(Basic & Upgrade) Joust, Every tile this unit crosses to attack, it increases the attack damage by 5%
(Upgrade) Strike and Return, Unit attacks target and then goes back to its previous location
Description: Moderately, fancily, armoured guy with a lance on a horse. His upgrade gets a fancy helmet.

Champion
Chimera -> Ziz
Stats:
Attack, Semi-High
Defense, Low
Hit Points, Slightly-Worse-Than-Average
Resistance, Average
Speed, High
Initiative, High
Growth, Semi-Low
Abilities:Large Creature
Flyer
(Basic & Upgrade) Unlimited Retaliation, Unit retaliates whenever a creature attacks it, except when the attacking creature has the ability No Enemy Retaliation
(Basic & Upgrade) Gust Breath, Unit on attack blows target enemy stack 2 spaces back. Enemy Stack won't counter attack unless it's has one of the following abilities: Shooter or Long Reach. If Enemy Stack hits an obstacle, or another stack or the edge of the map, enemy stack take bonus damage equal to 1/4 of the attack the enemy stack just took
(Upgrade) Fire Breath, Unit not only attacks target stack but any stack behind it. Unit also attacks the enemy stack again for 25% less damage if Gust Breath pushes the unit back at least one space.
Description: The Chimera is a beast with a Griffin's body, a lion's head, a ram's head, two sets of eagle-dragon wings, and a lizard-like tail. The Ziz is the same, except it has armor, and a dragon head as well, along with a lion's mane.
Flavor text! The Chimera is a semi-recently (250 years ago to be exact) re-discovered ancient subspecies of Griffin, that has draconic, and other animalistic, heritage. It's name comes from the branch of magic in the faction Academy, Chimerae, due to it being a seemingly multitude amount of beasts into one. They were thought to be extinct due to over-hunting, but a small number appears to have to gone into the mountains. They're also surprisingly docile, despite it's fearsome appearance.

The Ziz was a supposed legendary beast, thought to be Ylath himself! In ancient times there were multiple paintings depicting it in a holy manner, and shrines dedicated to it. But it was discovered that they are simply adult Chimeras, since it takes a Chimera many years until adulthood (about 75), and many Chimeras were hunted since people thought they were extremely dangerous, most didn't reach adulthood, and were then quite rare.


Griffin Commander Tactics
1. Turtle/Tortoise
2. Covering Fire
3. Sky Lance, The Swift Rider and the Griffin perform a complicated and flashy maneuver, where the Griffin goes up into the sky, the Swift Rider charges forward attacking anything along the way to attack a certain space. When the Rider reaches the space he jumps, goes onto the griffin, loops around, and attacks the space. In more simple terms, the Commander activates the tactic, causing the Griffin to go in the air, the Griffin will be ready on it's next turn, the Rider can't do any thing until the Griffin is ready. After the Griffin is ready, you select a space, and the Rider will charge to that space, going from your edge of the map attacking any units along the way. The Rider and the Griffin then Attack that space for a Combination of their damage. Joust can affect the damage the Rider deals. (Sorry if this is confusing.)
4. Mount Up, The Swift Rider or Light Calvary spit up into 3 different stacks, with a single stack of Praetorians OR Guards getting on the first Rider stack, granting bonus to the Rider's stack numbers equal to 1/4 of the Praetorians OR Guards stack, along with bonus to attack and defense, double attack, and the Large Shield ability. A stack of Crossbowmen OR Marksmen then get on the second Rider stack, granting a bonus to the Rider's stack numbers equal to 1/4 of the Crossbowmen or Marksmen stack, along with a large bonus to attack and a new ability, Bow and Blade, (Bow and Blade allows the unit to do a ranged attack, and then a melee attack.) A stack of Sisters OR Vestals get on the final Rider stack, granting a bonus to Rider's stack numbers equal to 1/3 of the Sisters OR Vestals stack, along with casting Righteous Might, Endurance, and Haste,at an advanced level on the Vestal/Sister/Rider stack. The Sister/Vestal/Rider stack also heals everytime it's its turn. The stacks stay in like that for 3 turns, then the core units dismount on a free space, and the Riders converge into one stack again. (Sorry if this is Confusing.)

Again allied Duchies' units can be used as campaign neutrals.

CRUSADERS SOMETIME
____________
AM I DEAD YET? -
JonTron, Glorious Ruler,
Leader, and Queen Matriarch
of the bountiful land, Eech.

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Steyn
Steyn


Supreme Hero
posted July 11, 2014 08:00 AM

MattII said:
(elite) Stag » Cerynan Stag
Steyn said:
What is a Cerynan Stag? or is it just a fancy word for upgraded stag?
No, it's a Cerynian Hind of Greek Myth.

So I guess the upgrade will be really fast and have golden antlers? That would work, but feels more like a core creature to me, although it isn't much different from a unicorn.

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Gnomes2169
Gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted July 11, 2014 08:15 AM

... Is it bad of me to say that this thread makes me want to revive/ finish/ fix this? XD
____________
*External Screaming*

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Steyn
Steyn


Supreme Hero
posted July 11, 2014 08:54 AM

Absolutely not. Looks like you invested quite some time in that thread. It would be a shame if it's forgotten.

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MattII
MattII


Legendary Hero
posted July 11, 2014 10:06 AM
Edited by MattII at 10:11, 11 Jul 2014.

Steyn said:
So I guess the upgrade will be really fast and have golden antlers? That would work, but feels more like a core creature to me, although it isn't much different from a unicorn.
Yes, I can really see a creature this big being a core creature:


No-one said those guys had to be small (extra abilities would include perhaps bash, and some ability to push standard-sized units back a space, if moving more than say 4 spaces).

Gnomes2169 said:
... Is it bad of me to say that this thread makes me want to revive/ finish/ fix this? XD
No way, we need more high-calibre proposals around here, this place is starting to get boring.

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