Michael Mullens
06-18-2010, 08:13 AM
FANTASY FRIDAY XXXI
Unique Battalion Formations Part II
Welcome back! Today we're resuming our discussions over Dawn of Fantasy's many unique/specialized unit formations.We'll get to the formations in a moment, but for the earlier information on battalions, check out the Standard Battalions FF (http://www.reverieworld.com/forums/showthread.php?t=1329) or Unique Battalion Formations Part I (http://www.reverieworld.com/forums/showthread.php?t=1384). Each race has a couple standard formations, applicable to all militant battalions, and each orc and human military unit has a specialized, unique formation that significantly boosts their strengths and encourages a new degree of micromanagement on the battlefield.
This weeks Fantasy Friday may be small but other formations are still in the creation process. So stay tuned for those. Without further ado, we'll start with showing you the unique formations of six units for Part II. Enjoy!
http://reverieworld.com/screenshots/ff31/HArchertn.jpg (http://www.reverieworld.com/screenshots/ff31/HArcher.jpg)
<font size="-2">Human Archer Skirmish Formation. Click to Enlarge.</font>
Archer - Skirmish formation
Skirmish formation is extension of the loose formation, and is great when attacking other ranged units, for additional mobility or facing cavalry charges. However, it`s greatly vulnerable to melee attacks.
Bonus:
+40% pierce armor
+40% crush armor
+30% speed
Penalty:
-40% defense rating
-30% hack armor
-Can`t use spikes ability
Stance:
-Aggressive stance
http://reverieworld.com/screenshots/ff31/OMaraudertn.jpg (http://reverieworld.com/screenshots/ff31/OMarauder.jpg)
<font size="-2">Marauders ready to engage in close quarters combat. Click to Enlarge.</font>
Marauder – Scorpio Formation
Scorpion formation makes Marauder deadly in closed quarter combat, as well as resistant to ranged attacks. With half of their usual range, but double the damage, marauders straight shots will decimate any melee units attacking them. Slower speed and low range, makes them useless at anything else other than defending themselves.
Bonus:
+40% pierce armor
+60% damage
+20% speed
Penalty:
-50% range
-40% defense rating
-40% speed
-Constant fatigue drain of 2 second in additional to normal run drain.
Special:
-Switch back to mob at 25 fatigue or lower
-Requires 60 fatigue to activate
Stance:
-Defensive Stance
http://reverieworld.com/screenshots/ff31/HSwordsmantn.jpg (http://reverieworld.com/screenshots/ff31/HSwordsman.jpg)
<font size="-2">Battle Lines have been drawn. Click to Enlarge.</font>
Swordsman – Battle Line formation
Assault formation is extension of the line formation, with additional benefits to damage. This formation allows swordsman to engage in superior melee combat. However, units are not expected to survive long in this formation. Slightly lower mobility over the line formation is the downfall of this formation
Bonus:
+50% pierce armor
+50% crush armor
+50% hack armor
Penalty:
-40% speed
-Can`t run
Stance:
-Defensive Stance
http://reverieworld.com/screenshots/ff31/OImpalertn.jpg (http://reverieworld.com/screenshots/ff31/OImpaler.jpg)
<font size="-2">Impalers aggressively lining up. Click to Enlarge.</font>
Impaler – Crab Formation
Melee combat defensive/offensive formation that turns Impaler into an unstoppable slow-moving charging force, or impenetrable wall. . is extension of the line formation, with additional benefits to damage. This formation allows swordsman to engage in superior melee combat. However, units are not expected to survive long in this formation. Slightly lower mobility over the line formation is the downfall of this formation. Vulnerable to missiles.
Bonus:
+40% crush armor
+40% hack armor
+50% attack rating
+40% damage
+100% damage again cavalry charge
Penalty:
-50% walk speed
-Can`t run.
-40% pierce armor
-Constant fatigue drain of 2 second in additional to normal run drain.
Special:
-Switch back to mob at 25 fatigue or lower
-Requires 60 fatigue to activate
Stance:
-Stand-ground stance
Let's Recap some of the previously released formations including some Elves.
http://reverieworld.com/screenshots/ff31/EBladeStorm_Windtn.jpg (http://reverieworld.com/screenshots/ff31/EBladeStorm_Wind.jpg)
<font size="-2">Elven Blade Storm formation. Click to Enlarge.</font>
Wind formation Bonus:
+100% damage
+50% accuracy
+40% speed
+20% view
-Fatigue use up 50% less for run
and hide
Penalty:
Special:
-Requires 100 fatigue
-15 second transition time
Stance:
-Aggressive
Stone formation
Bonus:
+50% Defense Rating
+50% pierce armor
+50% hack armor
+50% crash armor
-Fatigue doesn`t stop regenerating during combat
-50% damage from cavalry charges
+50% to unit’s heal skill efficiency
Penalty:
-No Hide ability
Special:
-Requires 100 fatigue
-15 second transition time
Stance:
-Defensive
http://reverieworld.com/screenshots/ff31/HCavaliertn.jpg (http://www.reverieworld.com/screenshots/ff31/HCavalier.jpg)
<font size="-2">Cavaliers ready to mow down infantry. Click to Enlarge.</font>
Cavalier – Diamond formation
Diamond formation is the extension of the Wedge formation, designed to be used when charging against infantry units. However due to tighter position of units this formation is more vulnerable to ranged attacks. It also doesn`t cover as much space and is best used in large numbers.
Bonus:
-80% collision damage
to cavalier
+100% impact damage
to charged units
Penalty:
-30% pierce armor
-30% defense rating
Stance:
-Aggressive stance
http://reverieworld.com/screenshots/ff31/OBerserkertn.jpg (http://reverieworld.com/screenshots/ff31/OBerserker.jpg)
<font size="-2">Bersekers turtling up, preparing to inflict fatal wounds on any oncomers. Click to Enlarge.</font>
Berserker – Turtle Formation
Turtle formation temporarily changes Berserkers role from offensive to defensive unit. Although only moderately good against ranged attacks, Turtle formation can hold off significantly larger melee force.
Bonus:
+60% crush armor
+60% hack armor
-20% pierce armor
+60% defense rating
Penalty:
-80% walk speed
-Can`t run
-Constant fatigue drain of 2 second in additional to normal run drain.
Special:
-Switch back to mob at 25 fatigue or lower
-Requires 60 fatigue to activate
Stance:
-Stand-Ground Stance
http://reverieworld.com/screenshots/ff31/OMounted Impalertn.jpg (http://reverieworld.com/screenshots/ff31/OMounted Impaler.jpg)
<font size="-2">Mounted Impalers. Click to Enlarge.</font>
Mounted Orc – Serpent Formation
Cavalry becomes nearly invulnerably while running, and takes almost no damage when trampling units. Perfect formation to charge large enemy army, or to escape through enemy ranks untouched.
Bonus:
+40% speed
+30% pierce armor
-80% collision damage
to the mount
Penalty:
-Constant fatigue drain of 2 second in additional to normal run drain.
Special:
-Switch back to mob at 25 fatigue or lower
-Requires 60 fatigue to activate
Stance:
-Aggressive Stance
http://reverieworld.com/screenshots/ff31/EMountedBlademaster_Windtn.jpg (http://reverieworld.com/screenshots/ff31/EMountedBlademaster_Wind.jpg)
<font size="-2">Mounted Blademasters formation. Click to Enlarge.</font>
Wind formation Bonus:
+100% damage
+50% Attack Rating
+40% speed
+20% view
-Fatigue use up 50% less for run and hide
-80% damage to mount when charging
Penalty:
N/A
Special:
-Requires 100 fatigue
-30 seconds units idle
Stance:
-Aggressive
Stone formation
Bonus:
+50% Defense Rating
+50% pierce armor
+50% hack armor
+50% crash armor
-Fatigue doesn`t stop regenerating during combat
+80% damage to charged units
Penalty:
-No Hide ability
Special:
-Requires 100 fatigue
-30 seconds units idle
Stance:
-Defensive
Unique Battalion Formations Part II
Welcome back! Today we're resuming our discussions over Dawn of Fantasy's many unique/specialized unit formations.We'll get to the formations in a moment, but for the earlier information on battalions, check out the Standard Battalions FF (http://www.reverieworld.com/forums/showthread.php?t=1329) or Unique Battalion Formations Part I (http://www.reverieworld.com/forums/showthread.php?t=1384). Each race has a couple standard formations, applicable to all militant battalions, and each orc and human military unit has a specialized, unique formation that significantly boosts their strengths and encourages a new degree of micromanagement on the battlefield.
This weeks Fantasy Friday may be small but other formations are still in the creation process. So stay tuned for those. Without further ado, we'll start with showing you the unique formations of six units for Part II. Enjoy!
http://reverieworld.com/screenshots/ff31/HArchertn.jpg (http://www.reverieworld.com/screenshots/ff31/HArcher.jpg)
<font size="-2">Human Archer Skirmish Formation. Click to Enlarge.</font>
Archer - Skirmish formation
Skirmish formation is extension of the loose formation, and is great when attacking other ranged units, for additional mobility or facing cavalry charges. However, it`s greatly vulnerable to melee attacks.
Bonus:
+40% pierce armor
+40% crush armor
+30% speed
Penalty:
-40% defense rating
-30% hack armor
-Can`t use spikes ability
Stance:
-Aggressive stance
http://reverieworld.com/screenshots/ff31/OMaraudertn.jpg (http://reverieworld.com/screenshots/ff31/OMarauder.jpg)
<font size="-2">Marauders ready to engage in close quarters combat. Click to Enlarge.</font>
Marauder – Scorpio Formation
Scorpion formation makes Marauder deadly in closed quarter combat, as well as resistant to ranged attacks. With half of their usual range, but double the damage, marauders straight shots will decimate any melee units attacking them. Slower speed and low range, makes them useless at anything else other than defending themselves.
Bonus:
+40% pierce armor
+60% damage
+20% speed
Penalty:
-50% range
-40% defense rating
-40% speed
-Constant fatigue drain of 2 second in additional to normal run drain.
Special:
-Switch back to mob at 25 fatigue or lower
-Requires 60 fatigue to activate
Stance:
-Defensive Stance
http://reverieworld.com/screenshots/ff31/HSwordsmantn.jpg (http://reverieworld.com/screenshots/ff31/HSwordsman.jpg)
<font size="-2">Battle Lines have been drawn. Click to Enlarge.</font>
Swordsman – Battle Line formation
Assault formation is extension of the line formation, with additional benefits to damage. This formation allows swordsman to engage in superior melee combat. However, units are not expected to survive long in this formation. Slightly lower mobility over the line formation is the downfall of this formation
Bonus:
+50% pierce armor
+50% crush armor
+50% hack armor
Penalty:
-40% speed
-Can`t run
Stance:
-Defensive Stance
http://reverieworld.com/screenshots/ff31/OImpalertn.jpg (http://reverieworld.com/screenshots/ff31/OImpaler.jpg)
<font size="-2">Impalers aggressively lining up. Click to Enlarge.</font>
Impaler – Crab Formation
Melee combat defensive/offensive formation that turns Impaler into an unstoppable slow-moving charging force, or impenetrable wall. . is extension of the line formation, with additional benefits to damage. This formation allows swordsman to engage in superior melee combat. However, units are not expected to survive long in this formation. Slightly lower mobility over the line formation is the downfall of this formation. Vulnerable to missiles.
Bonus:
+40% crush armor
+40% hack armor
+50% attack rating
+40% damage
+100% damage again cavalry charge
Penalty:
-50% walk speed
-Can`t run.
-40% pierce armor
-Constant fatigue drain of 2 second in additional to normal run drain.
Special:
-Switch back to mob at 25 fatigue or lower
-Requires 60 fatigue to activate
Stance:
-Stand-ground stance
Let's Recap some of the previously released formations including some Elves.
http://reverieworld.com/screenshots/ff31/EBladeStorm_Windtn.jpg (http://reverieworld.com/screenshots/ff31/EBladeStorm_Wind.jpg)
<font size="-2">Elven Blade Storm formation. Click to Enlarge.</font>
Wind formation Bonus:
+100% damage
+50% accuracy
+40% speed
+20% view
-Fatigue use up 50% less for run
and hide
Penalty:
Special:
-Requires 100 fatigue
-15 second transition time
Stance:
-Aggressive
Stone formation
Bonus:
+50% Defense Rating
+50% pierce armor
+50% hack armor
+50% crash armor
-Fatigue doesn`t stop regenerating during combat
-50% damage from cavalry charges
+50% to unit’s heal skill efficiency
Penalty:
-No Hide ability
Special:
-Requires 100 fatigue
-15 second transition time
Stance:
-Defensive
http://reverieworld.com/screenshots/ff31/HCavaliertn.jpg (http://www.reverieworld.com/screenshots/ff31/HCavalier.jpg)
<font size="-2">Cavaliers ready to mow down infantry. Click to Enlarge.</font>
Cavalier – Diamond formation
Diamond formation is the extension of the Wedge formation, designed to be used when charging against infantry units. However due to tighter position of units this formation is more vulnerable to ranged attacks. It also doesn`t cover as much space and is best used in large numbers.
Bonus:
-80% collision damage
to cavalier
+100% impact damage
to charged units
Penalty:
-30% pierce armor
-30% defense rating
Stance:
-Aggressive stance
http://reverieworld.com/screenshots/ff31/OBerserkertn.jpg (http://reverieworld.com/screenshots/ff31/OBerserker.jpg)
<font size="-2">Bersekers turtling up, preparing to inflict fatal wounds on any oncomers. Click to Enlarge.</font>
Berserker – Turtle Formation
Turtle formation temporarily changes Berserkers role from offensive to defensive unit. Although only moderately good against ranged attacks, Turtle formation can hold off significantly larger melee force.
Bonus:
+60% crush armor
+60% hack armor
-20% pierce armor
+60% defense rating
Penalty:
-80% walk speed
-Can`t run
-Constant fatigue drain of 2 second in additional to normal run drain.
Special:
-Switch back to mob at 25 fatigue or lower
-Requires 60 fatigue to activate
Stance:
-Stand-Ground Stance
http://reverieworld.com/screenshots/ff31/OMounted Impalertn.jpg (http://reverieworld.com/screenshots/ff31/OMounted Impaler.jpg)
<font size="-2">Mounted Impalers. Click to Enlarge.</font>
Mounted Orc – Serpent Formation
Cavalry becomes nearly invulnerably while running, and takes almost no damage when trampling units. Perfect formation to charge large enemy army, or to escape through enemy ranks untouched.
Bonus:
+40% speed
+30% pierce armor
-80% collision damage
to the mount
Penalty:
-Constant fatigue drain of 2 second in additional to normal run drain.
Special:
-Switch back to mob at 25 fatigue or lower
-Requires 60 fatigue to activate
Stance:
-Aggressive Stance
http://reverieworld.com/screenshots/ff31/EMountedBlademaster_Windtn.jpg (http://reverieworld.com/screenshots/ff31/EMountedBlademaster_Wind.jpg)
<font size="-2">Mounted Blademasters formation. Click to Enlarge.</font>
Wind formation Bonus:
+100% damage
+50% Attack Rating
+40% speed
+20% view
-Fatigue use up 50% less for run and hide
-80% damage to mount when charging
Penalty:
N/A
Special:
-Requires 100 fatigue
-30 seconds units idle
Stance:
-Aggressive
Stone formation
Bonus:
+50% Defense Rating
+50% pierce armor
+50% hack armor
+50% crash armor
-Fatigue doesn`t stop regenerating during combat
+80% damage to charged units
Penalty:
-No Hide ability
Special:
-Requires 100 fatigue
-30 seconds units idle
Stance:
-Defensive