Ideas for Special Units
Some ideas for special units. Mostly intended to spice up scenarios.
Capital: Can't move, counts as 0 armies. Adds 20% kill rate to defenders, if captured you are eliminated.
Fort: Can't move, counts as 0 armies. Adds 10% to defensive kill rate, can have more than one, if captured it changes ownership to the player who captured it.
Barracks: Can not move, counts as 0 armies. Produces 1 elite per turn. Can have more than one, can be captured.
Developer: Can be captured. Counts as 0 armies. If it stays in a territory for 3 turns without moving it increases that territories bonus by 1. Not allowed in games with overlapping bonuses.
Berserker: Adds 20% to attack kill rate, reduces defensive kill rate by 10% Counts as 3 armies.
Spy: Can not attack or be attacked and is invisible to all units except to spy catchers. Gives sight to all adjacent territories, can enter the enemies territory and reduces income of an enemy territory by 50%.
Spy Catcher: Can not attack or be attacked and is invisible to all units except to spies. Can not enter enemy territory. Autokills a spy if it ends it's turn in the same territory.
Cavalry: Counts as 3 armies. All armies with it can move/attack two territories per turn. Not available with Multi attack.
Artillery: Counts as 3 armies. Adds 10% to attack kill rate. Nullifies Fort and Capital defence bonuses. The turn after attacking all armies in it's stack can not move or attack.
Elites: Count as 2 armies.
Also along with this the option to have card pieces for all special units (except ones that if are killed you become eliminated) where you can trade cards for a new unit of that type. For example you can trade 5 Fort cards to place a fort somewhere in your territory.
Credit: Holdway
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M. commented
The idea is good, but I doubt it will be accepted, as fizzer and a lot of players (myself included), like the simplicity of warlight.