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    Your Elvenar Team

hex based rules and strategies

DeletedUser64

Guest
hey

another ideea

played a few hex based strategies
so far i can mention 2 of better ones

battle for wesnoth which is free source and nice fanbase
and crowntakers

lets start with crowntakers, cause its more simple
this game could adopt some strategies

first of all, ai is stupid here, war dogs are most weak units because they focus the sword dancers always, only if all hexes are closed they go for the archers

in crowntakers there are some abilities i liked
the mage can teleport a unit, block a hex or give some resistance

there are special abilities which got cooldowns
and armor (some games have magic resist too for more complicated battle, just like west was with reflex/toughtness and shooting/vigor)
the archer can break armor, shoot over areas
the other ranged can stun, damage more people in adjacent hexes
protect ally, push away enemy, hp based attack dmg, there are nice abilities

from wesnoth:
the surrounding 6 hexes are control zones, enemies cant pass trough it without a fight
this would give meaning to swordsmans protecting the archers
1 unit heros- i really like that in that game, based on kills, units level up, gain new abilities and can be stronger, this would give meaning to low level units to waste and high lvl to deal dmg
also everyone likes the upgrading, just like in pokemon i saw first i think

what was also unique and nice, the way the soldiers were generated with 2 from 4 or 5 qualities
loyal- dont needs gold per turn
healthy- more hp
strong-better attacks
dexterity and more attack per turn

healers to optimize 6 hex advancing, healer in middle
defending units with shields, blocking half of damage on first attack- shield wall
life steal
armor breaking, fire, ice , arcane damage, invisibility for one turn
somewhat bigger hex map and less soldiers would be needed
 
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