The hillsmen - some stats posted

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Casual User
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Joined: March 11th, 2005, 5:05 pm

The hillsmen - some stats posted

Post by Casual User »

Good morning!

The idea

I originally started making these guys as ennemies for my 18th century army. While making them, I noticed they could be made into a faction of their own. Now, they are a little marauder-territory, but I think they are quite distinct.

Basically, the hillsmen are men who live in, well... hills, usually in rockier and more inhospitable regions of the world. They are quite warlike (to the point of being considered barbaric), and have a clan structure of their community (and the different clans are not necesserily allies).

Unlike other factions, they are quite reliant on rough terrain and guerilla tactics, which in game terms means that they have 60% defense in hills and forests. To balance it out, they could have lower hp or a 10% weakness to physical attacks.

To reflect the fact that they often live in colder regions, perhaps they could have a 10-20% resistance to cold.

They're not necessarily a part of Wesnoth (though they could), and you could say they are inspired by a real-life counterpart...

The units

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warrior -> swordsman -> hero
        -> footman   -> warder
The warrior is the basic unit of the hillsmen. He is a cheap (say, 13 gold), melee-only infantry with a 7-3 sword.

The swordsman -> hero line has a much bigger sword (no stupid jokes, please) and deal, respectively, 9-3 and 10-4 with charge.

The footman -> warder line is armed with a bardiche (a sort of large poleaxe) which deals, respectively, 15-2 and 15-3 with firststrike.

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horseman -> mounted warrior -> vanguard
                            -> nobleman
The horseman is their only mounted unit, their fastest unit (8 moves) and also the only one of their units not to have bonuses in rough terrain. I have no precise stats in mind, but he would have a spear. He wouldn't charge with it, but he would be able both to fight with it and throw it (weakly).

The nobleman would be weaker than the vanguard, but have leadership.

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bowman -> archer
       -> skirmisher
The bowman is the basic archer for the faction. He is cheap (12 gold) and fast (6 moves), but relatively weak.

The bowman would have something like a 3-2 dagger and a 5-3 bow.

The archer would have something like a 3-3 dagger and a 6-4 bow with marksman.

The skirmisher would have a 5-3 hatchet and a 6-3 bow. He would, obviously, have skirmisher.

The bowman maxes out at lvl 2 as he is more militia-like.

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tracker -> ranger
The tracker is the scout for the faction. He is a mixed fighter with hacthet and bow (I'm not sure of the stats yet).

He is an atypical scout. He is fast, but not excessively so (6 moves at lvl 1, 7 at lvl 2). He would need, however, only 1 movement point in hills and forests, thereby making him an excellent scout in rough terrain (the horseman is a better scout in open field).

He maxes out at lvl 2 as he is more militia-like.

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villager -> clansman -> hillsman
The villager line starts at lvl 0 and is used for spamming and harrassment.

They would all have a club and sling as attacks (maybe a staff or mace on higher levels), so he would also be very useful against undead.

Also, he would need only 1 movement point in hills and forests so as to encourage guerilla-tactics.

Basically, while the villager line is weak (I'm thinking 5-2 club, 3-2 sling at lvl 0), they are very versatile as they can fight both in hand to hand, can be recuited in droves and can be useful as scouts (not as good as trackers, but...).

He obviously maxes out at lvl 2.

Future ideas

A healer or mage could be useful for them. I'm not sure if it's a good idea, but it's definitely worth thinking about it.

Also, the bowman line could get a flaming arrows attack as well.

By the way, I'm not great at naming units, so if anyone (I'm looking at you, Temuchin Khan) can think of better names...

So that's about it... I don't have any graphics yet, so if someone wants to take a shot at it I'd appreciate it, regardless of how successful they are (I am no good at making graphics from scratch, but I can edit and frankenstein pretty nicely, so...).

Any comments or feedback would be welcome.
Duke Guillermo
Posts: 127
Joined: October 25th, 2005, 9:32 pm

Post by Duke Guillermo »

One thing that makes the lavinians a fun faction to play (at least for me) is the vast number of advancement possibilities for its level 0 unit, the auxiliary. Choosing between the options is one of the key strategic choices that you make and it allows for a diverse number of units in the faction without having too many recruitable units.

I think that it might be a good addition to this faction to have 3 advancement options for the villager. One of the things you said you might want was a healer. Making this one advancement of the villager is an option. In addition, having a skirmisher be one advancement option is...well...an option instead of an advancement of the bowman.

I think that might make this faction a little more fun to play as.
In summation, you're wrong.
Sea Elf
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Joined: April 6th, 2005, 1:26 am
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Post by Sea Elf »

I think for a level 2 unit you have here 10-4 with charge is way too much the lancer only has 12-3 and no alternate melee attack which would be 72 damage
your warior deals 80 damage plus an alternate melee attack
I got lost in thought, it was unknown territory.

The Outcasts need your feedback

http://www.wesnoth.org/forum/viewtopic.php?t=9449
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Casual User
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Joined: March 11th, 2005, 5:05 pm

Post by Casual User »

Good afternoon!
Duke Guillermo wrote:One of the things you said you might want was a healer. Making this one advancement of the villager is an option.
That's an interesting idea.

Revised unit tree:

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villager -> clansman  -> hillsman
         -> herbalist -> druid
The herbalist would be weaker than the clansman but has heals. The druid would be a lot weaker than the hillsman, but has cures.
Duke Guillermo wrote:In addition, having a skirmisher be one advancement option is...well...an option instead of an advancement of the bowman.
I have to admit, I don't really understand what you mean...
Sea Elf wrote:I think for a level 2 unit you have here 10-4 with charge is way too much...
Actually, you must have misunderstood what I meant. More precisely:

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warrior:lvl1, 7-3 bladed sword -> swordsman, footman
swordsman:lvl2, 9-3 bladed sword (charge) -> hero
footman:lvl2, 15-2 bladed bardiche (firststrike) -> warder
hero:lvl3, 10-4 bladed sword (charge)
warder:lvl3, 15-3 bladed bardiche (firststrike)
Thanks for the feedback.

I should have graphics and more precise stats soon.

P.S. I think the lancer has 11-3.
Duke Guillermo
Posts: 127
Joined: October 25th, 2005, 9:32 pm

Post by Duke Guillermo »

What I meant was, it's an option for you to have the skirmisher be an advancement of the villager, not an advancement of the archer.
In summation, you're wrong.
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