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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Lineups for 3 Factions that Didn't Make It
Thread: Lineups for 3 Factions that Didn't Make It
jeremiahemo
jeremiahemo


Bad-mannered
Famous Hero
posted November 30, 2014 01:11 AM
Edited by jeremiahemo at 01:18, 30 Nov 2014.

Lineups for 3 Factions that Didn't Make It

I know, I know. This should be in Altar of Wishes. But no, this is meant to give ideas for devs in future expansions. Yes, still related to Heroes 7.

So, to start off, let's have Inferno. This is my ideal lineup for Inferno.

Inferno

Core
1. Tormentor/Demented


during peace time, a Tormentor's daily job is to torture bad souls that goes to hell. During war time, they use their satisfaction of torturing by getting stronger everytime they hurt their foes. Though slow, they are the strongest core creature of Inferno.
melee, walker


2. Hellhound/Cerberus


Hellhounds are the demon's pets. They are known to fetch special souls going to hell. They are fast but fragile, Hellhounds are known to do massive damage to their foes crossing the battlefield in one go. When upgraded to Cerberus, they do multiple damage to multiple foes.
melee, walker


3. Succubus/Lilim


Succubus were once female creatures of Asha until they died, went to hell and traded their souls in exchange to stop the torture. Succubus has the ability to send balls of fire to their foes. When they are upgraded to Lilim, they master the art of seduction. They can make any creature do anything they want but they can't attack or do anything. The length of seduction depends on their strength as a stack and the strength of their target.
range, walker



Elite
4. Sin Demon/Deadly Sinner


Sin Demons are what make creatures of Asha sin, become evil and sometimes join the demonic army. Souls empower the demon army. It's the Sin Demon's job to make souls evil.
In the battlefield, Sin Demons are average elite fighters. Their strength lies on their abilities. At the start of battle, 1 random skill of 7 is given to them. Everytime they attack, they inflict a curse to their target.
melee, walker

List of Sin Demon's possible skill:
1. Wrath - when suffering damage, target becomes angry and attacks any unfriendly unit in sight. This wastes their move and it greatly decreases their defense making them easier to kill.
2. Sloth - target's initiative and speed is significantly reduced.
3. Gluttony - target will absorb any light magic general gives to his allies. No ally will gain buffs. All buffs goes to the Gluttonous stack.  
4. Lust - target will do anything Sin Demon wants.
5. Envy - target will attack any friendly tier higher than them. This is useless against champion units.
6. Greed - target will prevent friendly stack from killing your stack. They have to be the finishing kill, otherwise, the stack target will attack the ally that tries to kill your stack wasting its move and saving your stack. Best used on range creatures or creatures that can cross battlefield.
7. Pride - target will ignore anything their general tells them and will do anything they want.


5. Ifrit/Flaming Ifrit


as the evil counterparts of the Djinns, they use their destructive fire magic to cause chaos. Ifrits can cast Rain of Fire to a target area. Flaming Ifrits are far more destructive. Every normal attack they send to their foes has a slight chance to burn an area causing damage overtime to anyone in it.
range, flier

6. Pit Fiend/Pit Lord


these creatures of hell may be slow but they are strong. They have the Blade of Slaughter that guarantees to kill at least one unit in the stack. They are also 50% resistance to destructive magic.
melee, walker

Champion
7. Cambion/Incubus


The creation of Cambions are a strategy by Kha Beleth. A half creature of Asha and half creature of Urgash possess the powers of both and negating the weakness of both. Cambions start off as either humans, elves or dwarves. They are male and they are half demon. Sareth is a Cambion. Slowly, Sin Demons will tempt them to join army of hell. They prove their worth not just in the battlefield, since they are half humans, their weakness as demons is more than compensated. In hell, they slowly grow their wings and horns. Stronger Cambions will pursue their career as Incubus. Cambions are strong. They are immune to both holy light and curse of the netherworld. They are also immune to fire-based spells just like most demons. Their extreme speed allows them to cross from one end of the battlefield to another. Lastly, they may possess the power of a champion but they're small. Which is an advantage.
melee, flier

//Dang this is the best one I can find. Just ignore the feet

8. Devil/Arch Devil


though Devils are not as fast and as painful as the Cambion's attacks, they are a lot sturdier. If you want to focus on offense, you choose the Cambion. If you want to focus on defense, you choose the Devil. Both are highly capable of brute force war. While Cambions fly, Devils teleport. They can also pull a target to their location and attack that target at the same turn.
melee, teleporter


Fortress faction up next

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 01, 2014 07:35 AM

as the AoW is H7+, it fits perfectly here

for the lineup, it feels a bit too homogenous to me in terms of unit looks. it are all humanoid demons which do not differ that much from another. I think there would be potential for a bit more difference.
Namewise some seem good to me, some average and I do not like the "demented" as upgrade name.
For abilities, well I'd like to know the exact abilities of any crea. THe Sins are nice to have in, imo.

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jeremiahemo
jeremiahemo


Bad-mannered
Famous Hero
posted December 02, 2014 02:42 AM

^ yeah, I was planning a sinister-looking smoke with red eyes for Sin Demon and a grotesque, non-humanoid creature for Tormentor but both arts are very hard to find.

As for a more detailed explanation for their abilities.
Sure, I will work on that... soon.

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JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted December 03, 2014 12:43 PM
Edited by JeremiahEmo at 14:10, 03 Dec 2014.

Now, it's time for the Dwarves!

Fortress – Dwarven society is what you’ll find in a typical manly man environment. Blacksmiths, engineers and miners are plentiful. Their favorite sports include any of the fighting sport. It’s mostly why even though their small, anyone of the other races who knows about dwarven culture would dare not underestimate a dwarf.
The dwarves of Grimheim value three things: their association with the fire god, rune stones for magic and ingenuity. Dwarves love to make machines to help further themselves as a nation. In war, they are not to be trifled with. Their Blacksmiths make sure their weapons and armor are top-notch. Dwarves are fierce among fighters. They have never lost a war against other races.



Core
1. Gullinbursti/Golden Boar


cavalry unit with moderate stats except fast movement speed and strong defense. Gullinbursti also has bristles that can withstand range attacks.
melee, cavalry, foot


2. Crossbowman/Arbalester


advanced archery technology is one of the testaments of Dwarven ingenuity. Crossbowmen are the basic range units of Fortress. When they turn to Arbalester,  they gain the ability to do random damage spikes. There’s a small chance to do 50% - 120% more damage to the opponent.
range, foot, walker


3. Engineer/Mechanic


most dwarves are naturally good with numbers and building machines. Engineers are multi-functional. An army can repair bridge faster when they're in the team. They can also heal and resurrect mechanical units. For every Steam Tank resurrected, 3 engineers or mechanic will be pulled out to operate it. This has a 4 turn cooldown. In battle, they use a bazooka-like weapon to throw firebombs to their foes using angles. Because this weapon is so strong, accuracy is sacrificed. This doesn't always hit but when it does, it will do a significant amount of damage. The damage is also area of effect.
range, foot, walker




Elite
4. Brawler/Berserker


Wrestling and Mixed Martial Arts is very popular in dwarven culture. In fact, it’s so popular that some dwarves have been doing it since they were 3 years old. The best ones are sent to war. They are so good that they can take out most humans, elves, orcs or even demons with bare hands and not so much effort. Brawlers and Berserkers are very strong that they only use knuckles and the strength of their limbs in combat. They have a small chance to retaliate first before an opponent attacks, then retaliate again. Berserkers have the berserk ability, in which, they sacrifice some form of defense to do more damage and avoid retaliation. These guys are the main damage dealers of the elite dwarven army but their lack of armor makes them vulnerable.
melee, foot, walker


5. Snow Troll/Mountain Troll


Much like their cousins, the Internet Trolls, Snow Trolls and Mountain Trolls are good at provoking stacks. This makes their targets ignore anything their general tells them and attacks them (the trolls) at all cost when the target's turn comes. They can only provoke one at a time and the target has to be within range. Trolls lack the strength of offense but they are very hard to take down. They are heavy tanks.
melee, foot, walker


6. Rune Keeper/Rune Master


Rune Keepers are the middle ground between good damage dealer and defense in the dwarven elite army. Strangely, rune users attract the tallest dwarves. No one knows why. They have the ability to teleport. Rune Keepers master 2 runes: Rune of Charge and Rune of Damning Fire. Rune Masters gain another rune: Rune of Resurrection. Another strength of Rune Masters is if someone in else uses a rune, they also gain that effect without wasting their own.
melee, teleporter



Champion
7. Jotunn/Fire Giant


These giants from the fiery pit of Ashan are the strongest fighters of the dwarven army. They are immune to fire and each of their attack has a chance to burn the field to where their target is standing on causing damage overtime. Anyone who attacks them will suffer fire damage.
melee, foot, walker


8. Steam Tank/Blazing Armor


created by the dwarves to be siege engines, Steam Tanks can destroy any gate, obstacle or wall they besiege. Steam tanks can also let steam out which causes damage to anyone around them. They are heavy tanks but has slightly slow movement speed.
melee, cavalry

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 03, 2014 01:05 PM

I like about that fortress that you seem to try to combine an Ashan-dwarves-only-fire-based fortress with elements of the mechanical-engineering dwarf type. I also like the boar in, though in my eyes, it could simply bear the name "boar"^^

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JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted December 03, 2014 02:13 PM
Edited by JeremiahEmo at 14:15, 03 Dec 2014.

Jiriki9 said:
I like about that fortress that you seem to try to combine an Ashan-dwarves-only-fire-based fortress with elements of the mechanical-engineering dwarf type. I also like the boar in, though in my eyes, it could simply bear the name "boar"^^

I'm glad you like it. Well, part of the reason why I called it Gullinbursti is to give it a more Nordic mythology feel.
Its bristles are supposed to be golden.

Also, I added a skill for Engineers. I forgot to write it down.

Along with its ability to throw firebombs like catapults, they can also...

"They can also heal and resurrect mechanical units. For every Steam Tank resurrected, 3 engineers or mechanic will be pulled out to operate it. This has a 4 turn cooldown"

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 03, 2014 02:23 PM

tht seems quite strong...how long do they take to repair? OR was that meant with the cooldown?

Also, which fac do you want to do next`?

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leiah2
leiah2


Known Hero
posted December 03, 2014 05:17 PM

Cool lineups, I've just got a couple things to say. is'nt that Illidan in the Incubus picture? And nice picture of Oden as the Rune Masters.

There is nly ne thing i would like to change, and that is maybe replacing the Brawlers with Valkyries like this? And no, it's not because I want females in the lineup, I'm just a fan of Nordic mythology

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JeremiahEmo
JeremiahEmo


Bad-mannered
Famous Hero
posted December 04, 2014 01:49 AM
Edited by JeremiahEmo at 01:52, 04 Dec 2014.

@leiah
I was thinking of using the Valkryries as well but I decided not to because:
1. They're just humans. I have this strong criteria of never putting a main race to another race, you know what I mean?
Part of the reason why I was against Thousand Faces was because Medusa, a naga in Dungeon sounds wrong.

2. The best special skill I can think of them is reviving fallen dwarves to life since in the lore, they are the ones who'll decide which of the warriors would fall and which would live. I don't like it. It's not unique. There are too many creatures that can revive fallen creatures already: Dryads for Treants, Angels, Engineers for mechanical units, Cabirs for constructs, etc.

3. Brawlers can't be replaced. They're suppose to set the tone that Fortress is a manly man society. Rune Keepers are too cool to replace. Trolls are needed to reduce the human-looking count.


@Jiriki
the catch is that you'll sacrifice 3 Engineers for 1 Steam Tank. The growth rate of Engineers isn't that high and Steam Tanks are mostly good mainly for tanking and siege. They're not warriors. Therefore, it's a strategic decision.

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leiah2
leiah2


Known Hero
posted December 04, 2014 05:07 PM

@JeremiahEmo
yeah, that actually makes a lot of sense!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 05, 2014 12:22 PM

Ah, so they de n the process, didn't notice that.

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Greenlore
Greenlore


Known Hero
posted December 25, 2014 11:13 PM
Edited by Greenlore at 23:14, 25 Dec 2014.

JeremiahEmo said:
@leiah
I was thinking of using the Valkryries as well but I decided not to because:
1. They're just humans. I have this strong criteria of never putting a main race to another race, you know what I mean?
Part of the reason why I was against Thousand Faces was because Medusa, a naga in Dungeon sounds wrong.


uuhm what?
They are just humans?
They might look human,but that doesn't make them humans.

Just look at the design of the valkyries from the ashan compendium


Valkyries are female,but they don't have to look like humans
And I'd say you have too many dwarves in there anyway(you've got the 2 core dwarves,2 elite dwarves and if they'd went for a less elemental looking giant,like the one in the picture above,then that one will end up as a giant dwarf too)

(your other arguements are understandable though)
____________

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Rakshasa92
Rakshasa92


Supreme Hero
posted December 26, 2014 03:05 PM

Blegh.

Too much humanoids in one, too much dwarves in the other.

Never been a fan of machines in a lineup so that champion is not my thing either.

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