Originally Posted by
IdeaMaker
Additional defensive troops(good as clan castle defense troop):
1. Lancer a.k.a dragon hunter
* high damage, almost as fatal as an air defense.
* very slow attack rate, with limited spears to throw
* won't come out of the castle until a flying unit is deployed by the enemy. In other words, completely useless, when enemy deploys all ground attack.
* Assuming he is outside, he won't attack ground units even if they are within his range. UNLESS, they are too near him.
* His favorite target are flying units. Note: He won't do good against 5 minions since he throws spears so frigging slow and deals damage against a single target.
2. Gladiator
* high hp, slow moving
* hits hard against tanky units, but doesn't deal much against more agile, light troops
3. Mad dog
* high damage, extreme travelling speed, wide range of detection
* Single extreme focus, it would attack nearest detected troop and 'targets' it. In other words, if by chance there are other much nearer units afterwards, the dog will ignore them and still go towards the 'target'.
4. Fisherman
* fast, medium hp
* attacks approaching units like normal defenders, but when he reaches 60% hp, he goes back to where he came from and baits enemy units towards his path. (more likely to the range of mortars and wizard towers)
Offensive:
1. Captain
* medium hp, moderate damage
* like healer, he buffs units
* rules or overtakes AI of at most 5 troops within his range to follow him. The troops will be buffed depending on chosen buff: damage amplification, speed up or boost HP.
* Most of the time, captain and troops will act like a barb, attacks the nearest structure. Unless, if the captain is attacked, the group will act as giants and counter the attacker. If hostile unit destroyed, then they go back destroying the nearest buildings.
* When captain is attacked once and survives, his troops will become meat shields and defend him from next attacks. If a troop dies, and there is another troop not part of the group and the said troop gets within range of captain, the said troop joins the captain.
2. Trap expert
* fast walker, medium health
* finds traps for about 15 seconds, from point of deployment. If he doesn't find one, he explodes.
* If he does find one, he explodes with the trap and detonates all other traps within 5 units radius. (Unless, the traps are separated by a wall)
Traps!
1. Mud field - slows down troops as they walk on top of it
2. Fire field - damages over time any troops standing on them. Fire runs down after few seconds.
3. Air net - nets down air units, so that cannons, can hit them. (not mortars though)
4. Obnoxious wall - like tesla, this appears out of nowhere. Invisible at first, then when unsuspecting units approaches the wall, they get erected. The attacking units will either be blocked or trapped. This may also cause the troops to re-calculate their routes, most likely, take a u-turn somewhere.
Defense structures:
1. 'You can't see me'-cloud - cloud that covers a certain area of your base that prevents the enemy from seeing the position of your walls or your weaponry within the cloud. Thus, lightning spells can't work within the cloud. The cloud can only disappear when enemy troops get reasonably near the area. Gives an element of surprise.
2. Scarecrow - a decoration that can be hanged on a structure, which cause invulnerability for the structure until all other structures near it is destroyed(structures separated by a wall is not included to the structures that should be destroyed first)
Gameplay:
1. Clan HQ
* A unique base for the clan, edited and upgraded by the leader and cos.
* The upgrades unlocked depends on the clan level
* HQ is bigger than ordinary base.
* HQ has its own separate troops. The HQ troops is not trained, but donated by the members included in the war. All members can only donate a fixed number of troops. Thus, another member can't donate and fill missing donations from inactive players. In other words, for a full HQ troop, all members must have donated full capacity. (Choose your members wisely)
* HQ can be raided by enemy HQ troops ONCE. So, be careful of bombs.
* HQ troops are lead by a Army Commander, who garnered majority votes from the leader, co-leaders and/or elders. The said Commander can choose to delegate sub-commanders in the raid. Commander transfer control of number of troops to the sub-commando. All sub-commandos and commander must be online at the same time, for a full raid. If by chance that at least one sub is not available, then the commander can choose to revoke the sub or set the raid in a latter date.
* HQ raids has increased raid time.