Here are some rules I follow:
Different tiers of units should be realistic in why they are in an army and how properly trained/equiped they are. For example: HOMM5 almost had it right with Peasants as their first tier unit but they just wern't great units aesthetically. I think the first tier Haven unit should've been a Pikeman of sorts. Pikemen are required in large numbers, the pike is a simple weapon so it makes sense theres a lot of them and Pikemen aren't required to have extravagent equipment. Just a big pointy stick. Using HOMM5 against, something as powerful and rare as an Archangel deserves to be in the human army because of their rarity and battle prowess. Also their status within Haven is beyond many. (Another reason pikemen is a good first tier because militia units like them would be scared to face to face demons n stuff so they can poke em from far)
Every unit should have an ability you can manipulate to actively change the battlefield but not so much where it is the dominant figure.
The design is simple and appealing to command in battle (i LOVED using Angels)
Ill start with Haven
Code: Select all
Tier 1: Pikeman, Melee
Special Ability, Pikewall: The Pikeman assemble to form a Pikewall 3 squares in front of them working as the moat did from Town Sieges. Activatable spell. Not able to move but able to attack only at those 3 squares.
Tier 2: Crossbowmen, Ranged
Special Ability, Puncture Barrage: The Crossbowmen fire bolts which goes through units. Capable of friendly fire and every square passed reduces damage by 4% and every square occupied by an enemy reduces damage by 25% after the first. (Note: Large creatures will still reduce both the squares they occupy when the shot goes through them but they wont take double damage. So shooting a large creature will go through both of the squares and reduce it by 25% twice). Activatable spell
Tier 3: Footman, Melee
Special Ability, Battle Axe: The footmen swap their swords and shields to take their backup Battle Axe. The Battle Axe does 45% more damage vs Large Units but take 20% more damage from ranged units and deal 50% less damage vs small units. Activatable Ability
Tier 4: Priest, Ranged Caster
Special Ability, Prayer: The Priest goes into prayer and targets a friendly unit increasing initiative. The Priest must channel this spell and can be interrupted by melee attackers. Prayer cannot be casted on Tier 6 or 7 units. Activatable Ability
Tier 5: Gryphon, Large Melee Flyer
Special Ability, Intimidating Roar: The Gryphons intimidate a target close to them which frightens the target causing them to flee backwards at the victims choosing (enemy player gets to choose where he flees). Terrifying Roar does not intimidate Tier 5+ units. Intimidating Roar does not work twice on the same unit. Activatable Ability
Tier 6: Cavalry Large Melee
Special Ability, Charge: The Cavalry tramples through anything in their way causing units to be knocked away from their path towards their target. Every unit knocked away causes 20% less damage. Large units causes 25% less damage. (You pick a target, Cavalry charges knocking units in their path to the side so the Cavalry gets a juicy hit at the expense of less damage per unit knocked away). Activatable Ability
Tier 7: Angels, Large Melee Flyer
Special Ability, Resurrection: Works like HOMM5 basically.
Also note, numbers are just rough ideas, try not to criticize on only them. Focus on the concept.[/code][/list]