Author | New faction: Ratmen! |
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I guess you could add pack attack to plague rats and increase their attack and defense to 1 and 1. |
With their infection that'd be downright mean =) especially on upgraded version.
It might be interesting though =) |
well i think its good but rats must be more faster at first teir units and2 |
woops: forgot some speed:
Upgraded tiers have the same speed as the normal ones.
Rat ogres: Speed 7
Rat warlock: Speed 5
Speed 6 is fast enough I'd say, it'll get you across fast enough. |
u need to think of some better names... |
they have to low health and damage ,attack and defence, they die to fast... |
7: Yes. They have low health, damage attack and defense. They also have more units than any other faction. They're meant to be "strength in numbers" |
true, but numbers are not actually a threat, you can split since they grow weak alone , and gremlins, bowmen or bandits with a sho could reduce them alot which would majorly affect their attack and damage. Similar to wolf riders... oe ghosts once their miss counter is by 2...althought they have good damage. |
True. But I suppose that's what I intended. A faction full of "wolfriderlike" creatures. Lots and lots of weak rats.
Wether or not it works...Well, it's just creative works here. So I doubt they'll ever be playtested! I just felt the need to make em :D |
man i love this rat
faction!!! |
hehe. |
as long as the ratling guns do not make an entrance, i am all for it |
No ratling guns. They didn't seem fitting for the medieval scheme, so I went for slingers and (rather odd) archers.
With warlocks as secondary shooters. |
Plz no!!! :( Rats scare me! :((( |
pwnage |
lolz low hp |
actually with a bit of work on numbers and that this is a great idea |