New unit compilation
http://haypi.com/forum/viewtopic.php?f=4&t=10309
ASSASSINS
High spd and atk, med def, low range.
Good vs cav? High atk against cav's high def? Not so good vs cat due to med def so a lot would die before atking. Good idea.
http://haypi.com/forum/viewtopic.php?f=4&t=9017
TANK TYPE
Low spd, heavy armour.
Not that good. Canon fodder vs cats/inf cos it would take so long to atk them. Cav are known for good def themselves so wouldn't be much good if the high def is instead of good atk. Might be good against inf only armies but who has them?
http://haypi.com/forum/viewtopic.php?f=4&t=957
SUPER SOLDIER
High everything.
Rubbish. Prob made by the sort of person who makes rocket only, no health servers on war games.
PIKEMAN
Similar to inf, high atk vs cav.
My favourite. I don't think there's much you can to against cav except block them so these would be good.
CROSSBOW
Anti-inf, higher atk and lower range than arch.
OK, but don't really need anti-inf and I think arch are good enough as they are. Maybe a bit weak in atk though.
SPY
Scouts enemy traps/turrets.
Excellent. Scouting with a cav alerts the enemy, but a spy would probably be unseen, else it wouldn't be a very good spy. Maybe 10% chance of the enemy knowing about the spy scouting them?
MEDIC
Heals troops... duh...
Bad idea, that's what heal skill is for.
SABOTEUR
Destroys traps+turrets.
Very bad, you'd have little or no protection against attackers this way.
GUERILLA
Camps outside city and weakens attacking armies.
I love this idea but I don't think it will ever be implemented. And I don't think it would give an unfair advantage either. I thought at first that the top players could make themselves untouchable with these but they'd be warping a lot... So every time they warp they lose the guerillas. Or guerillas can only take out 50% of an attacking army or whatever. Or both.
BATTERING RAM
High def, slow, good for turrets.
Like the tank type earlier, I don't like much.
FIRE ARROWS ARCHERS
Same as arch, slightly higher atk, good vs cats.
I think arch are good enough against cats anyway but I'm kinda unoppinionated on this one.
PHALANX
Slower than inf, high def.
Not so keen on this cos... Erm... I just don't like it lol. I think the lower speed and higher def would balance out cos cats/arch would have an extra atk before the phalanx arrived.
Now, my turn. I was thinking of an axe (or ax) man, high atk, lowish def. They'd have a bonus vs inf, small bonus vs. arch. They have 1.5x inf speed, 40 overload, cost 160 wood, 180 iron, 140 stone and 80 crop. 1 worker to train, 1 crop to feed, 1 pres.
Elephants. Quite slow. 0.5x inf speed, so not totally impractical. Highish def, 1.25-1.6x cav def. High atk, 0.75x cat atk or maybe higher. Good vs turrets. Say 1.8x atk bonus. Good def vs arch, cos arrows are small compared to elephants. Arch do 0.5x damage. Weak vs cav due to cav's much higher speed. Cav do 1.7x damage. And possibly (but probably not) have 2arch firing from each one? Elephants are good arch platforms in real... But I think it's too complicated for HK

And that's me done for now. I probably won't update that list. Thanks for reading, please give thoughts and opinions on my elephant and axe man ideas
