Gate Army set and Terrain File version 1.1 Beta - DO NOT DISTRIBUTE! I'd suggest viewing this document in 9 point courier (monospaced) if your eyes can stand it. Philosophy: Create an army set specifically for War of the Gate Keepers. Use Bob Heeter's army set as basis Only use parameters that are displayed properly by WLII Encourage terrain specialization, and stacking tactics. Discourage ridiculous fortifying of cities financially. Eliminate flying tactics as viable options (Copied from Bob's armies table) ===================================================================================== Gate Armies Table: ===================================================================================== --- Bonuses --- --- Costs --- Unit Name Str. Time Speed Movement Combat Produce Retool Notes ====================================================================================== Scouting Units -------------------------------------------------------------------------------------- Scouts 1 1 16 for/hil -- 2 50 Scouts Giant Bats 1 1 16 fly -- 8 150 Bats ====================================================================================== These are just your basic scouting units, fairly quick, weak, but useful. Bats are the only non-ally flying army, and they will cost you plenty. Plains Specialists ===================================================================================== --- Bonuses --- --- Costs --- Unit Name Str. Time Speed Movement Combat Produce Retool Notes ====================================================================================== Cavalry 1 1 20 +1 plains 2 150 Light Cav. Knights 2 2 14 +1 stack plains 6 300 Heavy Cav. Pike Square 4 3 10 +2 plains 10 500 Pikemen Unicorns 6 4 16 +2 stack plains 18 -1200 Unicorns ===================================================================================== Cavalry: A small band of horsemen. Easy to assemble and designed live off and in the open country. Like the Orc Mob and Beast Rider armies, Cavalry are cheap, fast, and efficient in their terrain. Knights: A small band of seasoned horsemen, with extra training and armor. These men of steel command the respect to rally an entire army around in open country. They are slowed somewhat by the weight of their armor, and the size of horses they must use to support the shock of a lance strike. Pikemen: 49 men standing shoulder to shoulder in a 7x7 square. Each holds a 7 foot shaft of wood tipped with 3 feet of sharpened steel. This human porcupine is a worthy foe in any terrain, but on the open plains, it is the best fighting unit money can buy. With no horses to ride though, there speed pales in comparison to their mounted enemies. Unicorns: When a unicorn pair decides to fight for a nation, it is a special gift from God (or the scenario designer). Unicorns production may not be bought, only admired. Quite fast, quite strong, and quite expensive. Forest Specialists ====================================================================================== --- Bonuses --- --- Costs --- Unit Name Str. Time Speed Movement Combat Produce Retool Notes ====================================================================================== Orc Mob 1 1 20 for +1 in woods 2 150 Orcish Mob Wolves 2 2 14 for +1 stack woods 6 300 Wolfriders Elves 4 3 10 for +2 woods 10 500 Elves Mad Mutants 6 4 16 for +2 stack woods 18 -1200 Pegasi =========================================================================== Orc Mob: A wild mob of orcs spoiling for a fight. Cheap forest cavalry. Wolves: An extended family of 8 or nine wolves. Cunning and silent until the moment of attack, wolves are fearsome foes in forest terrain. An army with wolves in its ranks marches confidently through wooded areas. Somewhat fickle and playful, they don't have the speed or desire to keep up with cavalry units. Elves: A loose band of 30 or so elves, trained from birth to fight in the forest. Powerful tree fighters, with a limited range. Mad Mutants: The forest equivilent of Unicorns. Hills Specialists ===================================================================================== --- Bonuses --- --- Costs --- Unit Name Str. Time Speed Movement Combat Produce Retool Notes ====================================================================================== Beast Riders 1 1 20 hill +1 hills 2 150 Wizards Rock Rovers 2 2 14 hill +1 stack hills 6 300 Griffins Dwarves 4 3 10 hill +2 hills 10 500 Dwarves Giants 5 4 16 hill +2 stack hills 18 -1200 Giants =========================================================================== Beast Riders: A pack of men on goats (sorry, getting late here, you get the idea). Fast cheap and effective in their terrain. Rock Rovers: Minor rock demons who naturally infest all hilly country. Sometimes pressed into service, their strength and cunning helps everyone in hilly terrain. Dwarves: The ultimate in mountain warfare. A dwarven army group may take their time when marching, but none but the foolish try to prevent them. (again getting late) Giants: The mountain equivilent of Mad Mutants. City Specialists ====================================================================================== --- Bonuses --- --- Costs --- Unit Name Str. Time Speed Movement Combat Produce Retool Notes ====================================================================================== Citizens 1 1 16 +1 city 4 200 Light Infantry Mercenaries 2 2 14 +1 stack-city 8 400 Heavy Infantry Minotaurs 3 3 10 +3 city 14 700 Minotaurs Spiders 6 4 12 +2 stack city 26 1500 Spiders Ghosts 7 6 14 +3 stack city 40 2500 Ghosts =========================================================================== Citizens: A small group of your loyal citizens, lighlty armed and highly motivated. Unlike the terrain specialist though, they can't live off the land, and must be fed by you. This cost more money and applies to all city specialist. Mercenaries: Swords for hire. Their expereince though allows them to train the whole group in city fightin tactics. Less interested in marching than they are fighting. Minotaurs: Inside a city, these massive freaks of nature strike fear in the hearts of men. Their voracious and sp cialized eating habits make them fairly costly. They are easy pickings away from city walls. Spiders: Terrifying urban killing machines, with spiders on your side, the city is your friend. Your accountant will pull his hair out over the cost though. Ghosts: Perhaps the most powerful unit in this army set besides dragons. They are also so expensive, you may never build any. Unique Units ===================================================================================== --- Bonuses --- --- Costs --- Unit Name Str. Time Speed Movement Combat Produce Retool Notes ====================================================================================== Catapults 4 3 10 cancel city 16 700 Catapults Elephants 6 4 14 -1 enemy stack 26 1500 Elephants Giant Worms 7 5 16 cancel city 30 -2000 Giant Worms =========================================================================== Cowards: sadly, the unit was needed for forest cavalray. Boooh! Catapults, the mighty siege engines, are neither strong nor swift on their own, but their ability to negate enemy fortifications makes them an invaluable too. Their build time and cost have been adjusted to make them viable units for both human and AI players.BH Slightly stronger, but more expensive to maintain than Bob's catapults. Elephants! Not as strong as one might think, these units nonetheless strike fear into an enemy stack. But their ponderous size and voluminous appetites make them a little sluggish and very expensive.BH Same unit, much more expensive to maintain. Giant Worms: Stronger, faster, and more expensive to build than the catapults, Giant worms serve the same purpose. I would have liked to make them an ally, but WLII does not display that properly with the cancel city option. Sigh. Ally Units ===================================================================================== --- Bonuses --- --- Costs --- Unit Name Str. Time Speed Movement Combat Produce Retool Notes ====================================================================================== Demons 6 5 18 +2 stack 34 -2200 Demons Elementals 7 5 14 for/hil +2 stack 34 -2200 Elementals Devils 8 6 16 for/hil +1 stack *and* 40 -2500 Devils cancel hero Angels 7 6 16 fly +1 stack *and* 40 -2500 Archons cancel non-hero Dragons 9 9 20 fly +1 stack *and* 50 -3000 Dragons cancel hero =========================================================================== I'll get to this later. This is the beta version and not ready for prime time. Meaning please don't distibute this army set Jim Flanagan flanag19@eos.net