Ironclad Tactics > 一般的な話題 > トピックの詳細
Nnelg 2013年10月24日 20時12分
New Card Suggestions
These are mostly aimed at breaking though an opponent who's set heavy firepower on your back lane, which is (IMO) the most frustrating situation to be in. I don't know how, if at all, these would mesh with cards which may have been planned for the DLC, but I figured it couldn't hurt to share them.


1) Defensive Measures
Type: Tactic
Cost: 2AP
Effect: Ironclad is immune to damage for the following round, but cannot attack.


2) Decoy Drone
Type: Ironclad
Faction: Army
Cost: 1 AP
Health: 1
Move: 1 (or maybe 2)
VP: 0
*Chains to self*
*Cannot equip parts*
*Can not "squash" infantry* (Perhaps can be squashed by other ironclads?)


3) Juggernaught Hulk
Type: Ironclad
Faction: Mercenary
Cost: 6 AP
Health: 12
Move: 1
VP: 1
*Armored*
*Cannot equip parts*
*Chains to: Ramshackle Hulk*

3a) Ramshackle Hulk
Type: Ironclad (Chain Card)
Faction: Mercenary
Cost: 1 AP
Health: 4 (5?)
Move: 1
VP: 1 (2?)
*Replaces an owned Juggernaught Hulk*


4) Verne Strike
Type: Tactic
Cost: 7 AP
Effect: Target enemy unit takes 6 damage.


5) Fire For Effect
Type: Tactic
Cost: 6 AP
Effect: Target enemy unit and all adjacent units may not attack next round. (And must reload if applicable?)


6) Cassion Chassis
Type: Ironclad
Faction: Experimental
Cost: 3 AP
Health: 5
Move: 1
VP: 2
*Cannot equip parts*
*Chains to: Gatling Emplacement*

6a) Gatling Emplacement:
Type: Infantry
Faction: Experimental
Cost: 2 AP
Health: 3
Move: 0
Damage: 1 (x2 attacks)
Range: 4 (straight line)


7) Blinders
Type: Part (head)
Faction: Mercenary
Cost: 1 AP
Effect: +2 armor vs. attacks originating in a different lane. (To a max of armor 2.)


8) Faraday Shield
Type: Part (head)
Faction: Experimental
Cost: 3 AP
Effect: Units which damage this unit take one damage themselves.



...And, that's enough for now. If anyone else has suggestions of their own, I'd be happy to see them here as well.
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[FR] Sir Maiden 2013年10月25日 8時41分 
There's some great idea here ! Well done !
Nnelg 2013年10月26日 12時29分 
Just came up with another good one:

9) Sabotage
Type: Tactic
Price: 5 AP
Effect: Destroys all parts on target Ironclad.
最近の変更はNnelgが行いました; 2013年10月26日 12時29分
Cassandra 2013年11月1日 2時35分 
Interesting ideas so far. Here's some more:

10) Movement Overload
Faction: Experimental?
Type: Tactic
Price: 2 AP
Effect: Selected enemy ironclad can no longer be paused. If currently paused, it becomes unpaused.

Alternatively, consider allowing the "Full Steam Ahead!" card to be played on enemies aswell, and for the card to make the selected ironclad unpausable (and becomes unpaused if it's currently paused) for the turn that it's in effect.

11) Shield
Type: Part (arm)
Faction: Native?
Price: 3 AP
*cannot be unequipped*
Effect: The equipped ironclad gains 2 additional health points. Once the equipped ironclad has taken 2-3 damage, this part is destroyed (and its maximum health is restored to normal, and the ironclad can equip other arm-parts again).

Note: Honestly, my main reason for "cannot be unequipped" is to simplify this part conceptually. Otherwise, you get complicated issues like "If I equip the shield and then unequip it immediately, does the ironclad stay healed?" "If I equip this to an ironclad, then its health falls to 1, and then I unequip this part, will that instantly kill the ironclad?" etc.
If that's too big of a setback, perhaps it can be offset by lowering the cost to 2, and/or increasing the health gain to 3.
最近の変更はCassandraが行いました; 2013年11月1日 2時35分
Keeler 2013年11月2日 11時03分 
I had an idea for a couple of cards.

12) Self Desctruct
Type: Tactic
Faction: Mercenary
Price: 3 AP
Effect: Destroy target friendly Ironclad to deal 3 damage to all adjacent units.

13) Cavalrymen
Type: Infantry
Faction: Army
Price: 3 AP
Health: 3
Move: 3
Damage: 2
Range: 1 (Front, Left, and Right)
Effect: Large - This infrantry unit is immune to being squashed by Ironclads.
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投稿日: 2013年10月24日 20時12分
投稿数: 4