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Posts from Wasteland Alliance

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11 years ago
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Before starting the thread, I want to highlight a few points:

1. I know that this section is more dead than alive.
2. I am not asking anyone to implement my idea. I understand that creating it would be unnecessary and thankless labor that is unlikely to end with a positive result. This thread was created simply to show my small idea for a new race, and nothing more.
3. The name "Wasteland Alliance" was chosen long ago and does not fully reflect the essence of the current concept.
4. Yes, the faction is a polished mix of Stronghold (Heroes 3) and Haven (Heroes 5). Very little new is being proposed.
5. I will be fine with any criticism if it happens to arise, even if it's scathing.
6. I am always FOR discussion and advice.
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Concept of the new faction Wasteland Alliance:

The Wasteland Alliance faction is, in any case, a mix of tactics and techniques from many races—primarily Haven and early Dungeon. My concept is characterized by great variability when choosing upgrades, total differences between grades and alt-grades, an emphasis on support spells, and high hero attack stats. It should be noted that according to its "historical concept," the Alliance generals spend a lot of time honing combat tactics; this is presumably how the game should be played.

At the start of the game, similarities with Dark Elves will be particularly noticeable—high unit strength despite small numbers. Thanks to decent abilities, the creatures will briskly shred weak neutrals into cabbage; however, due to the lack of good attack magic, attacks on more dangerous opponents will be accompanied by unpleasant personnel losses.

In the mid-game, when the hero is reasonably leveled, the idea of strong stacks will be developed to the maximum. The army will distinguish itself with good results in both attacking and defensive schemes, will be able to play from several builds, and will be a troublesome opponent for any race, except perhaps chaos mages.

By the end of the game, thanks to a large number of additional creature growth buildings, the number of fighters can increase significantly. With all racial perks, good artifacts, and again, diverse builds, the Wasteland Alliance will be effective against any opponent.
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Racial Perks:

Racial perks will be aimed at significantly strengthening the few warriors of the Alliance. They will be a great help to the player, especially if they focus on tactically sound gameplay rather than mindless and ruthless meat-grinding.

Racial Ability.

Coordinating Actions - when attacking one enemy unit, each attack deals 5/10/15/20% more damage. If the opponent possesses infinite retaliation, then each counterattack deals 15/25/35/50% less damage. The effect stacks up to 7 times; all attacks by a single creature in one turn are counted as one. The effect ends after the enemy creature's turn.

Racial Skills.

Initiative Pickup - if an allied or enemy unit within two-three cells receives morale, the target unit shifts by 0.05 on the ATB scale.

Preparation - if a unit waits, its next attack will deal 5% more damage. The effect stacks up to 5 times.

External Influence - a unit receives +1 morale if a Light magic spell is used on it. The effect stacks up to three times and ends when the spell stops working. Does not affect mechanisms, undead, or elementals.

Super-skill.

Joint Attack - if a unit attacks an opponent, all allied units standing next to the enemy also attack that unit. The effect applies only to the first attack. An allied creature does not attack if the attacking unit's maximum damage is ten times less than its own minimum damage. This effect does not combine with the racial ability.

So, it should be noted—at high levels, a hero using Expert Light Magic will be able to push the morale bar of creatures to the ceiling. The skills suggest a clever game of outplaying one another—an inconsiderately placed stack will be wiped out immediately. It should also be noted that the "Initiative Pickup" skill is of little benefit in games against a Necromancer.
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Full List of Creatures

First Level

Name: Slaves.
Description: People of the steppes, like their brethren from the fields, have often noted the brute strength of orcs and tried to use it for their own purposes. Thus, after raids on the settlements and cities of steppe barbarians, warriors of the Wasteland Alliance bring thousands of captured orc slaves along with their trophies. Some of them agree to swear loyalty to humans; however, most proudly refuse the offer to enter human service. These are the ones who become slaves—miserable creatures spending their existence in cramped closets, not seeing bread or water for weeks. Their only chance for salvation remains an ancient law: if a slave fought bravely against his masters' enemies, he receives freedom. However, when the tide of battle begins to turn against the masters, orcs are ready to stab their captors in the back.
Abilities: Living creature, Betrayal.
Probable damage/health/initiative: 1-3/8/9;

Name: Vanguards.
Description: Those orcs who agree to fight on the side of the Wasteland Alliance enter the Vanguard battalions—military units whose task is to block the first waves of attackers and hold them until the rest of the army is fully ready. Orcs from the Vanguard battalions are armed with heavy maces and tower shields, making it practically impossible to pass through their defensive herd—neither on foot nor on horseback.
Abilities: Living creature, Armor, Shield Wall, Large Shield.
Probable damage/health/initiative: 1-3/14/9;

Name: Miners.
Description: The strongest and physically toughest orcs are sent to remote mountain mines, where they extract gold ores and gemstones. Such orcs are kept in excellent conditions; however, the rule of sending worker orcs to war also applies to them. Unlike simple slaves, miners are armed with good weapons and used much more carefully than vanguards.
Abilities: Living creature, Stunning Blow.
Probable damage/health/initiative: 2-3/11/9;

Second Level

Name: Hunters.
Description: While all the men are at war, the task of obtaining food for the children falls to the weaker sex. However, in the field of hunting, this "weaker sex" shows the greatest success, and therefore the profession of hunter is considered purely female. Unlike their archer colleagues from Haven, huntresses are rarely used against enemy armies; however, they are often tasked with eliminating the enemy's most dangerous warriors. The arrows of huntresses can find a loophole in the strongest defense if the enemy comes too close for an aimed shot.
Abilities: Living creature, Shooter, Precise Shot.
Probable damage/health/initiative: 2-4/9/11;

Name: Scouts.
Description: In the settlements of the Wasteland Alliance adjacent to the steppes, there is a custom—every year at the very beginning of autumn, young huntresses who have reached a certain age go into the steppe until the end of spring. The scouts, these same huntresses, must demonstrate all their survival skills and martial arts in unfriendly, hostile lands. They eat poisonous roots, kill animals and enemies with their bare hands, and carefully hide from passing orc detachments. Those young scouts who survive in the steppe and bring back great trophies are considered some of the most dangerous warriors in the steppe.
Abilities: Living creature, Shooter, No melee penalty, Poison Immunity, Invisibility.
Probable damage/health/initiative: 4-4/12/11;

Name: Jaegers.
Description: The best hunters are taken to remote mountain regions to protect rare forts and mines from the encroachments of mountain monsters. Jaegers practice accurate shooting from prepared positions so well that their enemies often don't have time to scream in pain after the first shot before a second arrow flies into another joint of their armor.
Abilities: Living creature, Shooter, Double Shot, Precise Shot.
Probable damage/health/initiative: 2-5/10/11;

Third Level

Name: Wolf Riders.
Description: A surprising fact for newcomers is that the people of the Wasteland Alliance found a common language with the most vicious and bloodthirsty inhabitants of the steppes—the steppe wolves. These large and agile animals replaced horses first for local barbarians, and later for the state cavalry. Fast and mobile wolf riders strike terror into the hearts of the enemy, swiftly attacking their opponents and delivering numerous dangerous blows with long swords.
Ability: Living creature, Double Strike.
Probable damage/health/initiative: 3-4/15/12;

Name: Steel Ulans.
Description: With every new battle against the Steppe Horde, the lack of heavy cavalry began to be felt more and more. The solution to this situation was brought by mountain wolves—strong and enduring creatures. They did not lose speed even when clad in heavy plate armor and carrying steel-clad riders armed with two-handed hammers. Steel Ulans were able to pass through the enemy vanguard with few losses and begin sowing chaos in its ranks, delivering crushing blows with their hammers that no defense could save them from.
Ability: Living creature, Armor, Stunning Blow, Ignore Defense 25% (50%?).
Probable damage/health/initiative: 4-6/25/12;

Name: Black Raiders.
Description: Deep in the steppes, neighboring the tribes of Steppe Barbarians, a huge pack of black wolves appeared, striking with their agility and ferocity. Many attempts to tame these monsters ended in tragedy, but one day an expedition managed to lead the black wolves to the walls of their forts. Those riders who could curb the primal rage of the black wolves became raiders—swift sabotage warriors who slaughter enemy caravans. However, they earned honor in battles with armies, where an experienced rider was helped not only by lightning-fast sword strikes but also by his loyal wolf, ready to sink its teeth into the throat of an opponent who exposed themselves poorly.
Ability: Living creature, Wolf Bite, Triple Strike.
Probable damage/health/initiative: 3-5/18/12;

Fourth Level

Name: Rukh Birds.
Description: The majestic and powerful Rukh birds living on high mountain peaks became companions to the people of the steppes, just like griffins. Unlike their counterparts, Ruks are distinguished by phenomenal speed and endurance. Some generals noticed how these birds carry their heavy eggs between mountain peaks, and now these birds are often used for deploying slow but dangerous units into the enemy's rear.
Ability: Living creature, Large creature, Flying creature, Deployment.
Probable damage/health/initiative: 4-9/45/12;

Name: Thunder Birds.
Description: For a long time, the existence of Thunder Birds was considered a myth until one of the Alliance expeditions encountered them firsthand. These birds differ from their Rukh brethren by even greater strength, speed, and unity with the element of air—some of their attacks are accompanied by a thunderclap that stuns and strikes the enemy with lightning.
Ability: Living creature, Large creature, Flying creature, Deployment, Thunder Strike, Lightning Immunity.
Probable damage/health/initiative: 8-12/55/12;

Name: Darkness Birds.
Description: Darkness Birds are Rukh birds living on land cursed by orc shamans. The curse is so deeply embedded in them that their appearance drives the enemy into deadly terror, and every blow transmits a piece of an ancient spell to the victim.
Ability: Living creature, Large creature, Flying creature, Cursing Strike, Fear Attack, Darkness Immunity.
Probable damage/health/initiative: 8-13/65/11;

Fifth Level

Name: Ogres.
Description: Ogres are the fruit of the sin between an orc woman and a human man. They are inhumanly strong giants, mostly unburdened by intelligence. They are the main draft power and a powerful unit within the Wasteland Alliance army, as the heavy blows of their clubs easily break bones and sometimes knock opponents back several dozen meters.
Ability: Living creature, Bloodlust, Knockback Strike.
Probable damage/health/initiative: 10-15/70/9;

Name: Mage Ogres.
Description: Those ogres who lived in Alliance cities from childhood learn literacy and the magical art, which manifests unexpectedly strongly in them. Such ogres become mages capable of strengthening allies and weakening opponents, although they themselves are a terrible combat force, second to none compared to ordinary ogres.
Ability: Living creature, Bloodlust, Knockback Strike, Sorcerer (Punishing Strike/ Frailty).
Probable damage/health/initiative: 12-17/80/9;

Name: Veteran Ogres.
Description: Few ogres survive more than three battles due to their recklessness, but some do. These veterans of numerous clashes thoroughly study the art of combat, dressing in strong armor and replacing wooden clubs with giant steel maces. Veteran Ogres are rightfully considered the strongest humanoid warriors in the steppes.
Ability: Living creature, Bloodlust, Knockback Strike, Crippling Strike.
Probable damage/health/initiative: 12-18/90/9;

Sixth Level

Name: Dragonids.
Description: Dragonids are dragons that do not possess fire breath and are not related to any specific dragon gods. They are ancient predatory creatures that hunt the largest wildlife of the steppes. Pushed by orcs to the very edges of their hunting grounds, dragonids found allies in the people of the steppes. United by a common goal, dragonids are full members of the Wasteland Alliance.
Ability: Living creature, Large creature, Flying creature, Magic Resistance 25%.
Probable damage/health/initiative: 15-20/100/14;

Name: Obsidian Dragonids.
Description: Some of the dragonids venture into a terrible ordeal—bathing in the crater of a volcano. They endure excruciating pain, but in return, their bodies are covered in the strongest obsidian, which is difficult to pierce with both magic and weapons.
Ability: Living creature, Large creature, Flying creature, Magic Resistance 75%, Armor.
Probable damage/health/initiative: 20-25/145/14;

Name: Cloud Dragonids.
Description: Unlike their brethren, cloud dragonids dedicate their lives to the heavens, not descending to earth for weeks. Their wings are so strong and enduring that dragonids can soar lightning-fast into the sky and disappear behind clouds—only to then deliver a crushing blow from above.
Ability: Living creature, Large creature, Flying creature, Strike from the Heavens, Magic Resistance 25%.
Probable damage/health/initiative: 15-30/120/14;

Seventh Level

Name: Stone Trolls.
Description: It is amazing how humans managed to enter an alliance with these ancient monsters who, since time immemorial, destroyed the underground cities of dark elves and dwarves. However, the fact remains—creatures that witnessed the birth of the earth fight on the side of humans, sometimes wiping out entire armies of orcs and other enemies single-handedly. Their strength is so great that they can compete with dragons, angels, and demons on equal terms, and over many centuries, they have learned to soften the blows of the most destructive spells.
Ability: Living creature, Rage, Large Creature, Magic Resistance 50%.
Probable damage/health/initiative: 30-40/200/10;

Name: Jotuns.
Description: Jotuns are the most ancient of stone trolls, born immediately after the creation of the world. Their unity with the earth is so great that their very flesh consists of the strongest granite—it is said that even mountain collapses cannot stun these creatures. Against their enemies, they use not only their powerful arms, like steel columns, but also heavy stones which they tear from their own bodies without any harm to themselves.
Ability: Elemental, Large creature, Stun Immunity, Magic Resistance 50%, Rock Throw.
Probable damage/health/initiative: 35-40/300/10;

Name: Mountain Trolls.
Description: In all times, mountain trolls terrorized not the underground dwellers, but the foothill villages and forts of the Wasteland Alliance. It took incredible effort for humans to tame these bloodthirsty monsters and direct their primal rage into the right channel. Before storming fortresses, mountain trolls engage in a terrifying dance that sets the earth in motion—and strong walls crumble, unable to withstand the crushing earthquake.
Ability: Living creature, Rage, Large Creature, Magic Resistance 50%, Sorcerer (Earthquake).
Probable damage/health/initiative: 35-50/250/10;

The creatures are diverse and can be combined in the most peculiar combinations—often effectively. High initiative is worth noting—thanks to high morale, which is obtained without much trouble, and under spells of the Light school, creature turns will be frequent enough. This is a race with glass cannons and monolithic walls.


Probable new creature abilities:

Triple Strike - the unit makes three attacks on a target, interrupted upon the target's death. Retaliation follows after the first attack.

Bloodlust - the unit receives additional attack points after destroying an enemy unit. The number of attack points depends on the quantity and strength of the destroyed units.

Rock Throw - a unit that does not possess the Shooter skill performs a ranged attack with a probability of stunning the opponent. Damage equals half the damage of a normal attack; adjacent units to the target take 25% damage. The ability is used only twice.

Deployment - the unit gains the ability to transport an allied unit to a free cell. The unit itself returns to its position if no damage was taken at the drop point. For using the ability, the creature shifts by only 0.5 points on the ATB scale.

Thunder Strike - with some probability, the unit deals additional thunder damage equal to 10 for each creature in the unit. The unit ignores physical defense but does not ignore magic defense.

Offer your thoughts, criticize and advise.
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10 years ago
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Hmm, almost all the creatures are taken from the Stronghold (3), and I didn't even see any from Haven. Maybe I'm wrong about this Alliance.
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8 years ago
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Overall, the idea is interesting!
Xokke_SuG, are you still interested?

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