[REL] Battle Tactics: ShieldWall Formation

This is based on Gnilbert's mod. Modified it to fit my upcoming campaign and decided to release for your own personal use. Credits to Gnilbert's on his excellent mod.

This Mod has been updated to a new version here : https://forums.elementalgame.com/394799

This battle tactics allow the commander to issue Unit Battle Command to form ShieldWall and gain a huge bonus to Defense based on the commander’s INT + CHA scores.

Unlocked under ‘ Training’ (Kingdom).

To Activate, purchase Battle Tactics: ShieldWall Formation from the shopkeeper and equipped.

Cost: 10 gp only.

 

33,043 views 7 replies
Reply #1 Top

Nice addition. Suggestion: How about lowering the Attack of the unit while in ShieldWall-Mode for balancing reasons? I could see this as too big of an advantage otherwise.

Reply #2 Top

And I assume this doesn't work for units without shields - like ones with certain 2-handed hammers?

Because if it did, it would be way overpowered indeed. =)

Reply #3 Top

Hmm I see what you mean.. :D

I will change it to

Attack: - 0.8 * (original attack)

Defense: + 0.8 * (original attack)

....

Reply #4 Top

Great idea, man! I like your flavor text and ability name much better than mine. Mine feel too vague at this point.

If you want, here are a couple other things you can add that seem along the lines of what you've done so far:
  - Charge!  Target unit gains +1 Tactical combat speed and 10% to attack for one round, but is -20% to defense (for 1 turn).
  - Retreat! Target unit doubles its Tactical combat speed but is at -80% to attack and defense (for 3 turns). This would be used to get a dying unit to the "escape" tile.
  - Hold the line! Target unit's Tactical combat speed is set to 0, and unit gains +5% Defense per turn (for 3 turns - then all effects expire).
  - Retaliate! Target unit gains a % bonus to "counterattack" based on the amount of damage it has suffered (for 1 turn).

Heck, I may add some of these to mine too! But maybe not - so many mods, so little time!
o_O

Happy modding,
Gnilbert

Reply #5 Top

Quoting Gnilbert, reply 4
Great idea, man! I like your flavor text and ability name much better than mine. Mine feel too vague at this point.

If you want, here are a couple other things you can add that seem along the lines of what you've done so far:
  - Charge!  Target unit gains +1 Tactical combat speed and 10% to attack for one round, but is -20% to defense (for 1 turn).
  - Retreat! Target unit doubles its Tactical combat speed but is at -80% to attack and defense (for 3 turns). This would be used to get a dying unit to the "escape" tile.
  - Hold the line! Target unit's Tactical combat speed is set to 0, and unit gains +5% Defense per turn (for 3 turns - then all effects expire).
  - Retaliate! Target unit gains a % bonus to "counterattack" based on the amount of damage it has suffered (for 1 turn).

Heck, I may add some of these to mine too! But maybe not - so many mods, so little time!


Happy modding,
Gnilbert

That's a good suggestion. I am thinking of using it together with my long spear mod...Like the way the romans fight.

Anyway..if not for your mod, I wont be able to do mine.. just modifying and tweaking your work :D

Reply #6 Top

I think based on the changes.. I will change the name to Defensive Manuevers. At least, it will not seem too out of place for those soldiers with 2H Hammers.

Reply #7 Top

Is there any way to give command options based on the equipment a unit currently has? That would be cool.