[Just for fun] Unique unit gimmicks ideas

A dual wielder infantry with two modes.
One where they can attack in rapid succession wih both weapons and one where they only attack with one but have a 50 % chance to deflect a melee hit against them.

The chance based nature bothers me. Maybe every 2 hits aka 50% of all hits are deflected if done within 12 seconds of the first hit which means numbers means a volley of enough arbs should be sufficient to win but too few and you will probably self mutilate trying to win

It only would affect melee strikes, not ranged ones.
But agree a “deflect every second hit” implementation would be optimal.

Ethiopians is a stretch and maybe even Turks. Tatars is not even accurate. Surprisingly you missed Berbers, the 2nd most fitting candidate after Saracens. Anyway, this topic is not for suggesting new regional replacement unit. There are other threads for this.

Do we have units ingame with attack scaling up or down with each attack? Eg archer first attack one arrow and scale up like 2 3 4?

I guess the faster attack the more you stay in combat is similar to this.

I have something similar but not with the anti-camel bonus… Cavalry countering camels could be a bonus for a specific civ, but a regional Knight replacement for multiple civs doing that seems too strong imho. Counterintuitive design like “cavalry that counters camels” or “archer that counters skirms” should be UUs, UTs, or civ bonuses.

Camel Cataphract for Parthians in Chronicles.

https://www.kavehfarrokh.com/ancient-prehistory-651-a-d/sassanians/cataphract-camels/

What if this unit was buffed (i.e. attack ignores armor, or bonus against infantry) and became a Mangonel line replacement for the Byzantines?

https://ageofempires.fandom.com/wiki/Flamethrower_(Age_of_Empires_II)

I’m already planning a foot variant (the Naffatah) for Iraqis, but it’d be nice to have this existing scenario editor unit appear in the regular game.

A super fast moving unit that’s vulnerable to anything (low piercea armor, potentially even negative melee armor and low HP cavalry9).

A unit that can be ressurected by monks (takes a monk charge and some time)

A unit zhat has an ybsurd amount of health regen at low health (like 20 % or less), Tough to kill, however this is based on a charge, so either they take a lot of damage in a short period (arb volley) or a lot of continouus damge in a battle they can die.

A unit that collectgs “experience” and grows stronger with it over time. Could be a tweak for a high damage mobile ranged unit, so they aren’t as dominant in early castle age and don’t fall off too bad in the lategame.

Isnt this the aztec uu?or do you mean the unit just stands around and get stronger?

A zombi.

What would be the ingame use of this unit?

Unit with charged HP. Something like a combination of S.Rider and Iron Pagoda but instead of number of projectile or hits, it is actually a fixed HP.

Say a unit with 100 HP and 25 charged HP. The 25 Charged HP will be regenerated if taken damage.

Wont this just make this invincible? When you come down from 100 to 75 the charge will always bring it back to full health?

A unit using battle horn or drums to improve the morale of friendly units and decrease enemy morale.unit will be a ranged unit when tasked to attack will blow the horn and enemy units will loose hp or armor and friendly units within the range will get a hp or armor boost.this unit itself will not do any damage.this would be kinda similar to the monk doing area heal.

no. Just imagine a shrivamsha shield that has 25 HP instead of 5 (+) projectiles.
BTW I think this is how the shrivamsha should have been designed, instead of an amount of projectiles just fixed HP (from ranged attacks).

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Given that the Shrivamsha is supposed to depict dodging, instead of using a charged shield they should just auto-micro dodging. AI is already capable of doing with micro, so it could be implemented as a Shrivamsha gimmick.

This sounds like a Konnik type mechanic. Maybe a special layer of armor that gets destroyed and falls off after it’s Hp is depleted

This is more or less how shields work in SWGB, so there is precedent for this.

Same. It is stupid that 7 Bombard Cannon can fire an Elite SR and it will get 0 damage.

A unit bound to a uniue building.
It’s trained slow, automatically and for free (still needs pop space) in it. But the building is comparably expensive to compensate for that.

This could be an idea to compensate for a huge miss in the tech tree, like an Archer civ that misses the spear line. Then the trained uniqure Archer with very low base attack could have a bonus vs cavalry to compensate. (imagine a trashbow that is even worse, but maybe a bit better against cav)

Temple Car / Temple Chariot / Juggernaut

Mobile Monastery replacement for the Odia civ (Odisha, eastern India). Heals nearby allied units within a radius of 5, with +5 range for every Relic garrisoned within (up to +20).

Juggernaut sounds like it should be a unit of pure power and raw destruction. A specialized ravaging elephant so mighty it makes the war elephant blush at the cost of an extra half or full pop slot