[Just for fun] Unique unit gimmicks ideas

The word “juggernaut” actually originates from the name of the Hindu deity to whom these mobile temples were devoted. It obtained its current meaning in English because religious parades featuring such a behemoth of a vehicle were prone to accidents (either due to people willingly throwing themselves under the wheels or just crowd panic)

A mobile Monastery is the proper direction imho. It could deal some damage perhaps to units directly in front of it, but I’m not sure.

I can see it. Rolling alongside an army of battle and other assorted elephants healing them as they go

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Archer with built in Ballistics. Either too expensive or a bit slower moving like 0.90 speed to balance.

Archer of the eyes unit.

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  • a Unit thats can Climbe Over Wall (similar to the Siege Tower)
  • a Unit thats can Swim over water ( not deep Water) but cant fight on it.
  • The Elephant unit has two health bars: first for the Raider, and second for the Elephant. When the Raider is killed, the Elephant goes on a rampage and will attack every unit nearby.
  • A Siege Ingeneur Unit thats can build Stationär Siege Equipment like Wooden Archer Shild thats negate taken Range Damage from Units thats stand behind them, Balista and Stone trower ( mini Scorpion and Mangonal Tower) and A normal Ram - Could allso be a General Unit that you gat after Siege Engineers from the Siegworkshop

theoretically i would cty “yeah! give tehm ladders!”

But wouldn’t be the priority to make siege towers useful in that regard (and not in some other ways)?

Yes, make the siege tower better and more useful. It should be used for its intended purpose and not as a taxi.

But I was thinking more of an assassin-type unit, not in terms of killing, but more like climbing walls for raiding.

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I was tempted to use the Hashashin as a Syrian UU in my doc but ended up deciding it should be a scenario editor unit and the UU should better reflect the actual warfare (Hashashins weren’t a thing you’re supposed to mass)

Hashashin: relatively quick but low HP unit that can scale walls (you click on the wall and it “jumps” across it, as if you’ve used the siege tower). Bonus damage against monks, kings, and heroes. Available to train in Towers in Saladin and Baybars campaigns after some side quests.

The UU I’ve ended up choosing:

Ahdath: slow javelineer (or fast spearman? A switchable hybrid of both akin to the Immortal from Chronicles?) that can repair walls, gates, and siege weapons, and construct Rams and Siege Towers (at a slower pace than Siege Workshop?). Attack bonus against archer units (against cavalry if spearman) and siege weapons.

Ahdath were basically city militias (mainly Muslims but sometimes also Jewish or even Christian) who formed the bulk of the defenses and were responsible for constructing and maintaining siege weapons.

Unit that get more LOS when on higher elevation.

It was probably suggested already, but those are the gimmicks I would love to see implemented:

  • Shield Up / Shield down (stance): a change of stances that increases pierce armor when shield is up, but slows the unit. Would need a cooldown to raise the shield again.
  • Hold ground (stance): for a spear unit to become really slow (move speed, not attack speed) but gain a huge increase on bonus attack vs cavalry. Also would need a cooldown after disabling.
  • Cavalry Charge (charge attack): a spear cavalry that deals pierce-through damage when it charges (like the Ghulam or the Ibirapema Warrior). Unlike the Coustilier, it’s good against groups of units instead of picking off single targets. It won’t give bonus attack, only pass-through.
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These were all alpha or beta ideas that were scrapped.

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Unit gets increasingly tougher as it takes damage. Get +1/+1 armor for each 30% HP lose.

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A mounted unit who “resurrects” itself like the Konnik, but the foot version is just a normal villager, not a soldier

This would be useless as a castle uu.villager would be dead on arrival as enemys would be near.

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True.

(tWeNtY cHaRaCtErS)

So we got 2 from my ideas. What about others?

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My newest take of “Cav Archers in Feudal but not OP”:

Light Cavalry Archer
Training time: 47 seconds
HP: 40
Pierce attack: 5
Range: 3
Accuracy: 40%
Speed: 1.1

Upgrades to Cavalry Archer automatically after reaching the Castle Age.

Give this to all units from all civs.

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Inspired by this “Effect: Infantry gain additional armor in larger groups.” Infantry gain additional movement speed in larger groups.highland charge for scots or celts.

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Not a gimmick, just a Chronicles unit idea: Quadrireme, an Imperial Age upgrade to the Trireme available to Romans and Carthaginians.