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[GRAND POST HIJACK]
if you are looking to make unit suggestions here, please try the amazing [CEOpiecemaker](https://ceopiecemaker.github.io/)
_____
Here is my first piece i suggest. It is probably totally overpowered but this is just an exemple for you to follow( if you plan to to make pieces).

PS: Yeah i know some fonts are not the original.
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nice idea. I do think it is overpowered. Having attack / movement better better than knight and having ranged attack similar to the ranger seems a very nasty combination.
When this figure is played by white it can be used to immidiately create direct king threat AND a snipe threat which is harder to counter than the ninja.
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very overpowered, that piece should cost more than the Queen and feels more like a Arachomancer + + +
Maybe make it’s range attack poison instead? Make that the Arachomancer + + + and increase it’s cost
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Back with another unit, this time more balanced.

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comparing it with warrior+, which is similar and costs the same price. Your proposed unit is stronger (it has 2 more attack squares and you have 6 unblockable teleports vs 4 normal movement squares). So perhaps its fair cost would be 10.
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^The Warrior is a Common while this is Rare. It would be more like a Berserker.
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What are you using to create these units and do you have the template for me, please? I might have some ideas of my own…
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@MrAsterisk I sort of make them from scratch. I have a template and copy the tiles from other units. The unit i draw it myself.
Here is a blank template and a [link](http://chess-evolved-online.wikia.com/wiki/Chess_Evolved_Online_Wikia) from where i take the units.

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Bushi: minion, attacks/moves only one place in front. Starts on the third row.
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Good ideas, but your units are too powerful for their cost
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This kind of reminds me of dai shogi, except there is no drunken elephant piece. To make up for it, there should be a "bat-sh!t crazy llama" piece:
Jump attack forward 2 to 3 spaces, followed by 1 to 3 backward diagonal moves in a zig-zag pattern (next diagonal has to be opposite from previous one). If it is in the next-to-last row, it may move 1 forward before the backward diagonal, but the forward move may not take a piece.
If it kills something in its leap forward, it must still make a backward diagonal move; also, it cannot make a backward diagonal move without first making the leap forward (so both the leap forward and the back diagonal moves must be open) -- as such, it is possible to take two enemy pieces in one move, such as a pawn and the piece it is guarding (assuming the first kill with the leap forward is the guarding pawn).
Tier 2 (Bat-Sh!t Crazy Llama +): Adds a spit ranged attack that will blind its victim (target piece can move, but cannot attack, for x turns). It can still spit _even after it has taken a piece_.
Tier 3 (Bat-Sh!t Crazy Llama + +): Adds a sideways knight move-only to its move possibilities (ie, one space orthogonally sideways followed by one space diagonally toward the same side).
Tier 4 (Bat-Sh!t Crazy Llama + + +): Increase spit range and number of backward diagonal moves it can make. Also adds a one-space backward move-only to its move possibilities (the "mope" move, aka "aw, all right mom").
Does not promote, but will just sulk in the next-to-back row if left there. Sulking llamas are not good for morale.
While such a rare and wonderful chess beast would normally demand a king's ransom, I'll let you have it for 4.
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OK, slightly more seriously... maybe:
Assassin _champion_
Tier 1: Teleports/attacks 1 to 4 spaces orthogonally
Tier 2 (Assassin +): Moves/attacks 1 to 4 spaces orthogonally, unblockable (piercing move: it does not need to stop at kill, and may make multiple kills along path)
Tier 3 (Assassin + +): Add a one space diagonal move-only to tier 2 move possibilities.
Tier 4 (Assassin + + +): After making any kill, this piece is granted a temporary immunity to all ranged attacks (cloaked). Also allows diagonal move to attack.
**Edit:** In retrospect, Pierce is way too powerful the way it is, so I'm going to put some restrictions on it (subject to viability, of course):
Must stop directly after the last victim.
Cannot pierce melee shields (even if farther away).
Is slower than, and will be stopped by _any_ triggers that affect Piercing unit (so if attacking a samurai head-on, samurai will win; on-death effects that don't kill Assassin will still stop its movement).
Also, Assassin's move range should be decreased to 1 - 3 spaces orthogonally.
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Here is my idea:

Saplings would gain the following on upgrades:
1: **-** On Melee Death: Poison the Attacker.
2: **-** On Melee Death: Destroy the Attacker
3: Attack or Move one space north, south, east or west.
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[in case you’re wondering what it is based of](https://en.wikipedia.org/wiki/Cataphract)

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Advocate (cost: 6/7/8/11)
Tier 1: moves like a knight, gives champions a knight move away from it a temporary knight move
Tier 2: moves like a knight, gives champions a knight move away or beside it orthogonally a temporary knight move
Tier 3: moves like a knight, gives champions a knight move or king move away from it a temporary knight move
Tier 4: moves like a knight, gives champions within 2 king moves from it a temporary knight move
As it is an advocate and not a fighter in any way, it cannot capture or check. The knight move given by the advocate also cannot capture.
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**Fencer** _minion_
Moves or attacks one space diagonally forward or straight forward, or move-only one space backward.
Special: When moving backward, gains a 1-turn melee shield in forward diagonal directions.
Fencer +: Gains a 2-space forward attack-only option.
Fencer + +: Gains 1-space sideways move-only capability.
Fencer + + +: [attack-and-return] Diagonal forward attack may now be executed without leaving piece at attack location (like a diagonal magic attack, but considered a melee attack for shield purposes); instead, it returns to its original location (before move). Any trigger effects at attack location _will_ activate (so, for example, it is not safe from samurai).
Promotes to **Swordbreaker** _champion_:
Moves or attacks one space orthogonally, attack-only two spaces orthogonally, or move-only one space diagonally followed by an optional attack-and-return in the following diagonal space.
Swordbreaker +: Attack-only options are extended to include 3 spaces orthogonally. Diagonal movement may now also attack.
Swordbreaker + +: May perform an attack-and-return orthogonally without making any other movement.
Swordbreaker + + +: Attack-and-return options for diagonal movement are expanded to include orthogonals in the direction of movement (e.g., if moving toward the upper right, options for attack-and-return are up, up-right, and right).
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Thanks for the ideas everyone.
These exact units may not be added, but I promise you no idea is wasted here.
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Giant: moves/attacks by 1 in any direction, has 2 lives.
Anemophile Seedlings: move (no attack) as a knight. When they leave a square, they leaves a sapling. When they are destroyed, the attacking piece does not move, and they leave a sapling instead. This ability could be reserved to an upgraded form.
Big Bad Evil Guy: Win the game on turn 50 (on turn 50, the player with most BBEG wins). This would set a game where a player is the attacker and must win in X turns, while the other one is the defender. It would be better suited as an alternate King. As an alternative, he could make the opponent lose morale instead of setting a time limit, but I don’t know whether this would ensue enjoyable interactions.
Officer: he moves/attack as a rook but only frontwards. When you lose the King, he makes a frontward attack/move to maximum possible distance.
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Some minions ideas i just threw in the chat :
**Apprentice** Epic cost 2/3 (+1 per tier)
Moves : diagonal squares forward + south square backward
No attack
Special: north square = push something 3 squares away
1x gain one move first square north
2x gain attack on the front diagonal squares
3x special push from the southern square as well
**Centaur** Epic/Legendary Cost 3/4 (+1 per tier)
Moves : first diagonal squares in front of him
Attack : Physical, jumps 2 squares forward from his position diagonally (attacks 2 squares only)
1x Can move backward, 1st square south
2x Can move forward, 1st square north
3x can attack backward, 1st square south
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A new card with a new ability

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> *Originally posted by **[AndreRO](/forums/32630/topics/624204?page=1#posts-10391486):***
>
> A new card with a new ability
> 
Maybe no attack and have revive a full square?
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**Sapling** Cost -1, does nothing. When you lose this unit, instead of gaining 1 Morale, lose 2 Morale.
**Winged Bradip** Moves as a Dragon++. When it lands on a square occupied by an enemy or an ally, it swaps places.
**Silver General, Gold General** as Shogi pieces.
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**Bitten** _minion_
Moves or attacks 1 space forward, unblockable move-only 2 spaces forward.
**Edit:** I guess an unblockable move-only is actually Teleport… Just kind of doesn’t sit well with me, thematically speaking.
Special:
[Eager] Will promote if it kills any piece with a value greater than or equal to double its value (in addition to normal promotion possibility).
Bitten +: Gains 1 space straight backward move-only possibility, and unblockable 3-space forward move-only possibility as first move.
Bitten + +: Gains 1 space diagonally forward move-only possibility.
Bitten + + +: May now also attack 1 space diagonally forward.
Promotes to **Werewolf** _champion_:
Move or attack 1 space orthogonally or 2 spaces forward or back, unblockable attack-only 4 spaces forward or back.
Specials:
[Rend] Ignores melee shield.
[Bloodlust] Gain 3 morale whenever Werewolf makes a kill.
Werewolf +: Add 1 space diagonal move-only option.
Werewolf + +: Add 2 space sideways attack-only option.
Werewolf + + +: Add unblockable knight-move attack-only option.
**Edit:** Apparently, [Rend] is the same as “Unblockable”…
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> *Originally posted by **[dragon\_of\_celts](/forums/32630/topics/624204?page=1#posts-10392486):***
>
> **Bitten** _minion_
>
> Moves or attacks 1 space forward, unblockable move-only 2 spaces forward.
>
> Special:
> [Eager] Will promote if it kills any piece with a value greater than or equal to double its value (in addition to normal promotion possibility).
>
> Bitten +: Gains 1 space straight backward move-only possibility, and 3-space forward move-only possibility as first move.
> Bitten + +: Gains 1 space diagonally forward move-only possibility.
> Bitten + + +: May now also attack 1 space diagonally forward.
>
> Promotes to **Werewolf** _champion_:
>
> Move or attack 1 space orthogonally or 2 spaces forward or back, unblockable attack-only 4 spaces forward or back.
>
> Specials:
> [Rend] Ignores melee shield.
> [Implacable] Cannot be charmed.
>
> Werewolf +: Add 1 space diagonal move-only option.
> Werewolf + +: Add 2 space sideways attack-only option.
> Werewolf + + +: Add unblockable knight-move attack-only option.
Lilith only charms minions making Implacable useless.
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> *Originally posted by **[timeracers](/forums/32630/topics/624204?page=1#posts-10392750):***
>
> Lilith only charms minions making Implacable useless.
Oh, right… OK, I’ve updated it with something hopefully at least marginally more useful. Thanks.
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