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| Units, artifacts and armor-bearers Discussion, questions and solutions about units, artifacts and armor-bearers. |
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#1
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Marauder vs Bear:
Start of Turn: IF: Maurader is more than 2 squares away from bear He waits. Bear moves. If he can use no retal ability, he moves to position to do so. IF: Marauder is not more than 2 squares away from bear, or is unable to use no retaliation ability: He runs away, out of range. He shouldn't lose, he may not ever even get hit. Speaking of.. how Does a Polar bear lose to a Thorn Hunter? ( mean, at all, you have it as 3-2 only, like it is a close combat or something). PB has higher init, so it is similar to Marauder. Wait at beginning of turn, and then after thorn moves, move towards it. Activate running only once you are 4 squares away. Should be a snap. It isn't like the thorn has inifinite retreat distance to keep backpedaling through. Last edited by Zechnophobe; 02-19-2010 at 11:33 PM. |
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#2
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Quote:
The higher init would allow the marauder to run when his ability isn't ready and avoid the bear on those turns. This means the marauder gets 2 hits to every bear hit. The no retaliation ability and the retaliation to the bear's hit. Whether or not that's enough to kill the bear, I can't be bothered to check. I already did my math for the day. Edit: I've attached an excel spreadsheet I made. It has all the various stats of different units and does some calculations as well. Damage per Leadership (adjusted for attack and crit), Health per unit (adjusted for defense), Total damage resistance (adjusted for defense and physical resistance). You can plug in your hero's attack/defense/crit/resistance/extra damage (assassin's dagger or whip of pain) and enemy attack/defense at the top. It is lacking the special abilities and talents however. I figure most people would have something similar, but if not they can use mine. I find it helpful so others might as well. Last edited by dashcunning; 02-20-2010 at 08:27 AM. |
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