This is my vision as to how it should be(anti-magic based town). Feel free to add your ideas as to what units you'd like to see.
![smile_teeth :D](/forums/images/smilies/smile_teeth.gif)
Tier 1 - Gnome Mason/Gnome Soldier
Health 4/5
Dmg 1-2/1-2
Attack 1/1
Defense 1/2
Speed 4/5
Special :
50% resistant against any special ability that triggers on attack.
Upgrade gains
1% increase in mana cost per gnome in the stack on any enemy spell targetting on or adjacent to the gnomes. Cap of 150%.
Tier 2 - Dwarf Warrior/Dwarf Hammerhand
Health 18/22
Damage 2-4/3-4
Attack 3/4
Defense 4/4
Speed 4/4
Shots 0/1
Special :
20% magic resistance.
Upgrade gains 40% magic resistance. Shooter. No melee penalty.
Tier 3 - Dwarven Geomancer/Dwarven Elementalist
Health 25/30
Damage 4-7/4-7
Attack 4/5
Defense 5/6
Speed 5/5
Special :
Caster - Spells Available.
Stone Spikes, Regeneration spell.
Upgrade gains 1 extra casting of spells and the spell swap spell which lets him move one buff/debuff on to another target(the power of the moved spell changes according to the amount of units in the stack).
Tier 4 - Tiger/Sabre Toothed Tiger
Health 40/50
Damage 7-14/8-15
Attack 12/13
Defense 7/9
Speed 6/7
Special :
Large Creature, No Retaliation, Stalk(the target is invisible at the start of battle until he attacks). Upgrade grants the Sabre Toothed Tiger the ability to use the stalk ability an additional time in combat(requires a turn to activate during combat).
Tier 5 - WeaponMaster/RuneMaster
Health 55/65
Damage 8-14/10-15
Attack 14/16
Defense 16/18
Speed 5/5
Special :
Spell Immunity
Upgrade grants
Spellcaster : Enchant Armor(hp buff spell), Enchant Weapon(raw dmg increase buff spell)
Tier 6 - Hill Giant/Frost Giant
Health 140/160
Damage 15-20/15-25
Attack 18/22
Defense 21/25
Speed 5/6
Special :
Large Creature, Knockback(chance on attack to knock the target back and prevent from retaliating)
Upgrade gives immunity to ice spells and frost aura(every round a unit takes an action that puts it adjacent to a frost giant that unit suffers a loss in initiative until next turn.)
Tier 7 - Mammoth/War Mammoth
Health 260/340
Damage 25-45/30-50
Attack 21/25
Defense 21/25
Speed 5/6
Shots 0/12
Special :
Large Creature, Charge, Siege(can attack castle walls/towers), and Moat Immunity(immune to moat effects)
Upgrade gives Autoshoot(grants the war mammoth a secondary no retaliation automatic shot from the canopy on top of the war mammoth. This shot does 10-20 damage per war mammoth.)
There anyways those are the units I'd like to see in a snow town and their approximate stats. Any other ideas? Feel free to add. And before you ask, yes I'm very bored.
![eyes wide open 8|](/forums/images/smilies/eyes_wideopen.gif)
Editted the tier 6 and tier 4 units with a something better according to the suggestions given. I think now they are a little better.
![smile_teeth :D](/forums/images/smilies/smile_teeth.gif)