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 Post subject: Celestial Edition Clan Themes
PostPosted: Fri May 15, 2009 10:20 am 
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Crab

Primary Themes

Commanders

Crab Commanders will be the heavy infantry of the Crab Clan. They will be the heavy hitters, which will make them slightly slower than Scouts, but more durable. As Commanders, they will focus heavily on manipulating their other troops, whether they are Personalities or Followers. Where Crab will differentiate from other Clans is their resistances. Crab Commanders will be good at keeping themselves and other troops in their army alive, well, and in fighting shape.

Crab Commander’s main focus for victory will be military.

Scouts

Where Commanders will be the heavy infantry of the Crab Clan, the Scout will be the light infantry. They will be quick, more agile, and more maneuverable. What this will mean is the Scouts will tend to have lower Force and gold cost than their Crab Commander brethrens. Like all Scouts, Crab Scouts will rely heavily on knowing the lay of the land by doing good reconnaissance work. Where they will differentiate themselves is what they do after they know the land. Crab Scouts will tend to use their knowledge of the land to keep themselves safe, as well as using guerilla tactics, getting access to strong battle actions.

Crab Scout’s main focus for victory will be military.

Secondary Themes

Heroes

Crab Heroes are one-man armies. Where the Berserkers tend to kill as many as they can before they die, the Crab Hero refuses to die. This is where Crab will differentiate themselves from other clans Heroes. While all Heroes are good at taking on armies, a Crab can do it without giving any ground, and are just as good defending as they are attacking.

Crab Hero’s main focus for victory will be military.

Berserkers

Berserkers are the brutes. They will be the biggest troops Crab has to offer, and as such they will have some unique cards available to them. Where a Hero refuses to die, a Berserker knows he will die, he just tries to take as many with him as he can.

Crab Berserker’s main focus for victory will be military.
Posted in CCG, Celestial Edition, Products
May 13th, 2009


Personally, Heroic Crab and Berseker Crab are so very bad ass, even for a sub theme. Commanders and scouts? Does that sound like Mantis?! We'll see...


(Edit: Found the Mantis Themes)

Quote:
Mantis

Primary Themes

Scouts

Where Commanders represent the weight and strength of the Mantis Clan, the Scouts are like the lightning that always accompanies Thunder. They are fast and deadly, whether it be through the Tsuruchi Archers on the land or the Naval Yoritomo searching out and securing a beachhead from the sea. Like most Scouts they will tend to have lower Force and gold cost and will rely heavily on knowing the lay of the land by doing good reconnaissance work – by land or by sea. Where they will differentiate themselves is that they use this knowledge to speedily put more and more troops on the battlefield and overwhelm opponents before they are ready, using archers and a magnificent navy.

Mantis Scout’s main focus for victory will be military.

Commanders

Like all other Commanders, Mantis will focus heavily on manipulating the other troops in their army. Where they will differentiate from other Clans is that their skills focus around getting the very best out of their followers. This may be represented through the ability of their navy to deploy and use troops effectively, or through their ability to simply work more effectively with followers. These units represent the power of the Mantis, the hard-bitten and dominating will of Yoritomo himself to bind others into a single effective fighting force.

Mantis Commander’s main focus for victory will be military.

Secondary Themes

Thunder

The Mantis are so in tune with the Kami of Thunder and the clan’s founder Fortune – Yoritomo - that Thunder is almost like a sixth element for them. It represents power, aggression and speed. In game terms this translates to tempo advantage in battles and ranged attacks. Although many of the Mantis Shugenja will have the Thunder keyword, it may appear on any profession or caste within the clan. In some ways it resembles the element of Fire functionally.

Mantis Thunder’s main focus for victory will be military. With the focus on Shugenja, Enlightenment might also be a possible, albeit difficult, victory condition to achieve.

Economic Warfare

For many years the Mantis have been masters of trade using their islands, ports and the silk trade to establish an economic power base. With their control of the position of Imperial Treasurer now established, the Mantis are now using Gold as a mechanism to support their military ambitions. This is expressed in the way Mantis use gold cost as a mechanism to suppress, manipulate and defeat opposing units. Through manipulation, taxation, and blackmail, the Mantis will be good at controlling their opponents. The Mantis Magistrates will be a large part of this control through taxation system.

Mantis’s Economic Warfare’s main focus for victory will be military.


Wow, the primary themes of Crab and Mantis are the same! Zands, this means war! Although I'm digging the uber cool subthemes: Thunder for my Shuggies (here's hoping for a Moshi Stronghold) and Economic Warfare for Magistrates (Pay me Koku or I'll arrest you. Treasurer FTW!)

Joygasms abound! Now I can't wait for CE

Raf
-magistates rulez

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 Post subject:
PostPosted: Fri May 15, 2009 10:42 am 
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Commanders for Crabs? Bah! Give me resilience and berserker anyday. That should have been up for the Lionses.

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The Mantis Magistrates will be a large part of this control through taxation system.

Hahaha! Sounds familiar! Sounds like they took their graduated in the Philippine academy!

Tani gin balik lang nila ang Pirate theme. (sings "you are a pirate!")

Good post, sir! Where are teh ninjas, ponies, robed warriors and ugly, ugly courtiers?

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PostPosted: Fri May 15, 2009 11:20 am 
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They're releasing clan themes one day at a time I think. I can't stop thinking about Economic Warfare. This edition will probably be the coolest ... unless they give us again Broken Reef Keep.

Methinks Primary and Secondary:

Crane: Courtiers and Scouts; Artisans and Magistrates
Dragon: Monk and Shugenja; Kensai and Magistrates
Lion: Tacticians and Heroes, Paragons and Deathseekers
Scorpion: Courtiers and Ninja; Bitter Lies and Heroes
Unicorn: Commander and Scouts; Tacticians and Battlemaidens
Spider: Paragon and Monks; Courtiers and Magistrates
Phoenix: Shugenjas and Monks; Magistrates and Yojimbo
Shadowlands: Goblins and Ogres; Really Big Oni

Raf
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 Post subject:
PostPosted: Fri May 15, 2009 12:24 pm 
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they already released the crane themes at thecraneclan.net


one of the minor theme for crane is dueling

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PostPosted: Wed May 20, 2009 4:10 pm 
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Well, I was right about dragon 3 out 4 times, hehehe. With Kensai and Monks for primary themes, them Dragons will kick collective ass! Looks like they're going for the military front this arc, as opposed to honor bomb on the Samurai Arc.

Quote:
The Player Design Team is pleased to give players a look at the primary themes of each Clan, as they are planned for the Celestial Edition arc. Today a look at the Dragon Clan.


Primary Themes

Kensai

Kensai are masters of weapons, whether that be a katana, a naginata, or a bow, it matters little to a Kensai. A fully armed Kensai knows no peer in personal combat on the battlefield and Dragon Kensai, trained in the two-sword technique almost from birth, have no rivals in the empire. As with other Kensai, Dragon Kensai are most potent when armed with weapons. Where they differentiate themselves from other Kensai is Dragon Kensai can be good duelers, or can be enhanced by Dragon Duelists to make an effective Kensai dueling deck.

Dragon Kensai decks will have military victory as their main focus for victory.

Monks

Dragon Monks are masters of Kung-Fu. A Dragon Monk can knock you and your ally down before you can even draw your weapon. Fast and powerful, a Dragon Monk is a dangerous foe. Often times they draw their power from the magical Tattoos inscribed all over their bodies as well as a sense of attunement with the elements. Where a Dragon Monk differentiates himself from other Monks is that he will pull on this Tattooed power and fight unarmed, using his inner chi as a weapon. Fittingly, Dragon Monks will tend to have a greater use for their Chi than other Monks.

Dragon Monks’ main focus for victory will be military. However, their understanding and contemplation of the elements, means that the practice of the martial arts will make enlightenment a possible victory condition for them to achieve.

Secondary Themes

Magistrates

Dragon Magistrates are like most Magistrates in that they punish those that are dishonored. Where Scorpion and Crane like to use this to hurt their enemies, Dragon simply want to see the law upheld, and place great regard on the art of investigation and collecting evidence, which brings their clan honor in turn. Dragon Magistrates will be focused primarily on honor, though they are not one to back down from a fight, which will give them some military capabilities.

Dragon Magistrates, whilst being militarily capable, will have honor as their main victory condition.

Duelists

As with their Crane rivals, the Duelists of the Dragon Clan have an almost unmatched talent. Almost. It is highly debated which are the better Duelists in the empire, the Kakita or the Mirumoto, yet they have two distinct styles. This is shown in the mechanics with Dragon Duelists having an emphasis on manipulating Focus Pools better than their Crane rivals. Like the Crane, Duelist will likely not make up a deck of its own, but rather be used to enhance their other decks, be that honor or military.

Dueling in Dragon decks will primarily support a military victory condition.

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 Post subject:
PostPosted: Fri May 22, 2009 2:46 pm 
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Celestial Clan Themes - Spider

The Player Design Team is pleased to give players a look at the primary themes of each Clan, as they are planned for the Celestial Edition arc. Today a look at the Spider Clan.

Spider

Primary Themes

Undead

Death has never been a permanent state in the Shadowlands and the Spider shugenja know that. The ability to resurrect corpses through foul maho and the capacity that the Lost Samurai and Generals have to lead them is terrifying. No samurai wants to see his clansman fall at his side one day only to appear as a grotesque parody of his former self in the opposing army the next. Fear, zombies and relentless aggression epitomize this Spider clan theme.

Spider Undead will have a military victory as a focus. Beating your opponent will not, however, be considered enough, you will be expected to reanimate him or her afterwards!

Paragons

The Lost have their own code. They are not just a mindless rabble. Despite the taint of the Shadowlands, they were once Samurai known and respected in the Empire. That Samurai heritage has been taken and corrupted, twisted into the Code of Shourido. Like the tenets of Bushido, Shourido has its own moral compass – based on power, domination and will. It is at the same time both a subtle and yet obvious path and some of those that once followed Bushido now follow the new code with as much fervor and vigor as any Lion Samurai. These are the dark Paragons. And like the Lion, this devotion to the code makes them a strong and savage military force and especially when adhering to the principles of Shourido from which they gain immeasurable strength.

Spider Paragons will have a military victory as a focus.

Secondary Themes

Beasts

Despite its recent attempts to gain acceptance in the Empire, the veneer of plausibility that the Spider Clan has tried to show is not very thick. Below the surface, waiting to unleash a ravenous tide of unrelenting terror are the Oni and Goblins of the Shadowlands. Freed from the shackles of trying to hide them, Daigotsu is now once again poised to release wave upon wave of the beasts of darkness to assault the walls of the Empire. Oni are massive and nigh indestructible. Goblins are numerous, relentless and expendable. Both strategies will be employed through this theme.

Spider Beasts will have utterly obliterating their enemy as their victory condition.

Monk Kensai

Perhaps one of the strangest parodies of the Empire are the Spider Sohei. Unlike Dragon months that rely on inner personal strength, unarmed martial arts and their mystical tattoos, Spider Monks use weapons – and they use them well. Their military skills are based around their force rather than their chi and with many Spider Monks also being Kensai they become doubly dangerous when armed with their favorite weapons, Bo, vicious halberds or naginata. Many of their number are corrupted, but there are some that have simply become inspired and ensnared by the seductive allure of Shourido and what it means for a Sohei. Either way they represent an awesome foe, powerful either with, or without weapons.

The main focus of victory for Spider Monks will be military.

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PostPosted: Fri May 22, 2009 3:17 pm 
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Beasts?? I guess they're phasing out the Nonhuman trait then hmmm

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PostPosted: Fri May 22, 2009 5:27 pm 
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Nah, methinks they're grouping both the Oni, Ogres and Goblins as beasts, so I'm not sure they will have a beast keyword.

Master Moto (or is it Chuda?) Mark, so what you think? The Undead are back (breeder most likely) and with Paragons, you could give the Lion a run for its money).

It might also be that the Player Design Team are going to merge both the Shadowlands and Spider.


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PostPosted: Fri May 22, 2009 6:47 pm 
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Celestial Clan Themes - Dragon

The Player Design Team is pleased to give players a look at the primary themes of each Clan, as they are planned for the Celestial Edition arc. Today a look at the Dragon Clan.

Primary Themes

Kensai

Kensai are masters of weapons, whether that be a katana, a naginata, or a bow, it matters little to a Kensai. A fully armed Kensai knows no peer in personal combat on the battlefield and Dragon Kensai, trained in the two-sword technique almost from birth, have no rivals in the empire. As with other Kensai, Dragon Kensai are most potent when armed with weapons. Where they differentiate themselves from other Kensai is Dragon Kensai can be good duelers, or can be enhanced by Dragon Duelists to make an effective Kensai dueling deck.

Dragon Kensai decks will have military victory as their main focus for victory.

Monks

Dragon Monks are masters of Kung-Fu. A Dragon Monk can knock you and your ally down before you can even draw your weapon. Fast and powerful, a Dragon Monk is a dangerous foe. Often times they draw their power from the magical Tattoos inscribed all over their bodies as well as a sense of attunement with the elements. Where a Dragon Monk differentiates himself from other Monks is that he will pull on this Tattooed power and fight unarmed, using his inner chi as a weapon. Fittingly, Dragon Monks will tend to have a greater use for their Chi than other Monks.

Dragon Monks’ main focus for victory will be military. However, their understanding and contemplation of the elements, means that the practice of the martial arts will make enlightenment a possible victory condition for them to achieve.

Secondary Themes

Magistrates

Dragon Magistrates are like most Magistrates in that they punish those that are dishonored. Where Scorpion and Crane like to use this to hurt their enemies, Dragon simply want to see the law upheld, and place great regard on the art of investigation and collecting evidence, which brings their clan honor in turn. Dragon Magistrates will be focused primarily on honor, though they are not one to back down from a fight, which will give them some military capabilities.

Dragon Magistrates, whilst being militarily capable, will have honor as their main victory condition.

Duelists

As with their Crane rivals, the Duelists of the Dragon Clan have an almost unmatched talent. Almost. It is highly debated which are the better Duelists in the empire, the Kakita or the Mirumoto, yet they have two distinct styles. This is shown in the mechanics with Dragon Duelists having an emphasis on manipulating Focus Pools better than their Crane rivals. Like the Crane, Duelist will likely not make up a deck of its own, but rather be used to enhance their other decks, be that honor or military.

Dueling in Dragon decks will primarily support a military victory condition.

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PostPosted: Sat May 23, 2009 12:11 am 
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Nah, methinks they're grouping both the Oni, Ogres and Goblins as beasts, so I'm not sure they will have a beast keyword.

Master Moto (or is it Chuda?) Mark, so what you think? The Undead are back (breeder most likely) and with Paragons, you could give the Lion a run for its money).


Yes! More undead minions to feed my never ending delight and bliss for token fabricating! Expect more zombies hobbling over provinces and with a little free force pumps, how could it go wrong? Can't wait for it! Let's just hope there will be no reprints of "fury of the dark lord" card.

Paragons/Dark Virtue Concept on the other hand is nothing new so I'm not expecting much from it.

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PostPosted: Wed May 27, 2009 10:39 am 
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Holy Crapola Batman! Phoenix becomes more powerful with new design in spells and that yojimbo thing! Huzzah!

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Celestial Clan Themes- PhoenixThe Player Design Team is pleased to give players a look at the primary themes of each Clan, as they are planned for the Celestial Edition arc. Today a look at the Phoenix Clan.


Phoenix

Before we get started into Phoenix, it is necessary to explain that we have had a fundamental shift in how we design spells. In the past, spells have largely been viewed as the third type of attachment, which while technically true, is not entirely accurate, as they are often no more than Action cards, albeit sometimes quite powerful ones, in an attachment package. While generally reusable, they have to survive a battle, something which, more often than not, does not happen. This has lead to two fundamental flaws with spells.

1) They are costed as an attachment, even though they often times to do not provide force

2) They have to be put into play before a battle, allowing your opponent to work around their threat

These two factors have hampered spells for years, making them largely useless or utterly broken. We on the Design Team have taken great strides to analyze and fix this. Here is an example of two Samurai Edition cards, Greater Sacrifice and Fires that Cleanse (both can be viewed on L5Rsearch.com if you need their card text).

Greater Sacrifice is a battle action which destroys your Samurai to destroy an enemy unit with force equal to or less than your Samurai’s force plus personal honor (if you meet the small condition). For several clans, namely Crane, Lion, and Unicorn, this will allow you to destroy your boxable Samurai to destroy a 5-7 force unit. As a battle action, Greater Sacrifice can be played without your opponent knowing it is coming, giving it a surprise factor. It is also free.

Fires that Cleanse is a spell with a battle action which allows you to bow and destroy your Shugenja to destroy any unit. While it can potentially destroy bigger units, it will often time have the same effect as Greater Sacrifice. However, Fires that Cleanse costs four gold, and, as a spell, Fires that Cleanse loses that surprise factor.

So if we compare these two cards, we see that they mostly have the same effects, though Fires that Cleanse does have the potential to have a greater effect. Greater Sacrifice has two costs. The first is it costs you a Personality, and the second is it costs you a fate card (you will have one less fate card in your hand after playing it). Fires that Cleanse has four costs. It costs you a Personality, it costs you a fate card, it costs you four gold, and it costs you opportunity, in that you have to attach the spell before you go to battle, losing you the opportunity to surprise your opponent with it like you can with Greater Sacrifice.

So when you accurately analyze these two similar cards, it is easy to see why spells have long been the worst card type in the game. Our goal is to make spells an equal card type. This improvement to spells should have a snowball effect. With spells becoming stronger, the Shugenja class should in turn become stronger. This in turn should increase the power of Shugenja based decks, and none more so than Phoenix.

With that introduction out of the way, lets talk about the Phoenix’s themes.

Primary Themes

Shugenja Military

Shugenja on their own are rather weak and unintimidating. They often do not have the sheer physical strength of a Samurai, nor do they possess the political power of a Courtier. However, when you give a Shugenja a spell, they can become as powerful as an Oni, sometimes even moreso. The Phoenix Shugenja military deck will use their Shugenja and spells to create a very powerful force to be dealt with.

This Phoenix Shugenja deck’s main focus for victory will not only be Military, but it will make your opponents province’s uninhabitable for the next 1000 years. This radioactive wasteland could possibly be your path to Enlightenment as well.

Shugenja Honor

Shugenja are not only wielders of magic, they serve as priests linking the Celestial realm with the empire. Their relationship with the Kami and their maintenance of the glorious temples of the empire bring great honor to them. Those attacking places of prayer should ask themselves whether they can withstand the fury of the gods being leashed upon them through a Shugenja’s scroll.

This Phoenix Shugena deck’s main focus for victory will be Honor.

Secondary Themes

Yojimbo/Duelists

For years we have been trying to get the Samurai/Shugenja theme to mesh with varying degrees of success, some of which have fallen short. The problem has always been needing Shugenja when you have Samurai and needing Samurai when you have Shugenja. A clever opponent can target one of these two aspects and really hamstring a Pheonix player’s deck. In Samurai we tried a couple of things which worked, but not to the degree we would have liked. We have learned from past successes and failures and with Celestial, we are starting to take a new approach to this deck.

Now, instead of requiring your Samurai and Shugenja to fight side by side, your Samurai will be going to battle and will be enhanced by you simply controlling Shugenja who will be allowed to sit safely at home, aiding their Shiba brothers and sisters from a distance. A good example of this can be seen in Shiba Tsukimi’s trait, which gives force to the Samurai at her location for simply controlling a Shugenja.

The effect this should have is to reduce the need a Phoenix player has on their Shugenja, as they will not be in as much danger sitting safely at home. So instead of having to play 11 Samurai and 11 Shugenja in your deck, you can now play maybe 14 Samurai and 8 Shugenja, giving you much more versatility in your deck building process. This is another example of how we are rethinking Phoenix decks and their components.

The deck itself will focus heavily on the Shiba, the Phoenix clan’s Samurai and Yojimbo. The Shiba are the protectors of the Phoenix Shugenja and as such, will be enhanced by having Shugenja around. This is also the deck that will have a strong capacity for dueling. Often times, as the Yojimbo of the Shugenja, the Shiba are forced to duel on behalf of others, and as such many have become respectable duelists. Though since dueling is only one aspect of their job, they do not have the level of skill you will see in a Crane or Dragon duelist. Dueling will only be an option available to players who wish to use the Phoenix Yojimbos, it will not be mandatory.

The Phoenix Yojimbo/Duelist deck’s main focus for victory will be Military.

Magistrates

The Phoenix has always had a thirst for knowledge and in the past the price of that knowledge has been too great for both the Phoenix clan and the empire. Magistrate Inquisitors strive to keep the empire pure, free from corruption and free from the threat of corruption. The Inquisitors not only garner honor from protecting the temples of the empire, but also for keeping it pure. Where the Inquisitors separate themselves from other Magistrates is they are not looking to punish the dishonorable, and as such will have very few abilities relying on dishonorable opponents. They will focus more on interrogating their enemies, which can lead to their forces being hampered.

The Phoenix Magistrates deck’s main focus for victory will be Honor. Nobody expects the Phoenix Inquisitor.


Raf
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PostPosted: Wed May 27, 2009 11:19 am 
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Niiiice. Veery nice! About time they did something about the spell's counter efficient nature! They did the right thing back then with City of Tears, and now it seems that Design is heading for the right directions!

Hurray for the Fire Chickens!

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PostPosted: Fri May 29, 2009 10:18 am 
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Right in the heels of their Clan Previews, the Unicorn Clan presents their themes for Celestial Edition.

Quote:
The Player Design Team is pleased to give players a look at the primary themes of each Clan, as they are planned for the Celestial Edition arc. Today a look at the Unicorn Clan.


Unicorn

Primary Themes

Battle Maidens

Outside of the Lion Paragons there is no military force so proud, so devoted and so honorable as the Unicorn’s Battle Maidens. They are an elite fighting force that conducts battle very differently than the rest of the clan. Their personal honor is their strength and can result in either military or honor victories. Their tactic is represented by reducing the opponent’s force through elaborate and disciplined cavalry maneuvers, whilst at every opportunity displaying courage, daring and honor.

Unicorn Battle Maidens can achieve victory through both Military and Honor.

Commanders

Like the Commanders of other clans, the Unicorn Commanders are about improving and working with your troops., whether that be followers or personalities. Where the Unicorn set themselves apart though is their mastery of horses and tactical maneuvering. Many a foe has been caught unawares as the swift, powerful heavy cavalry units appear over the horizon, striking terror into their hearts. Unicorn Commanders are masters of maneuvering and utilizing cavalry to destroy enemy formations.

Unicorn Commander’s main focus for victory will be listening to the screams of their opponents as they are trampled beneath their horse’s hooves.

Secondary Themes

Scouts

The Unicorn clan have always been explorers and for many centuries their horsemen scattered beyond the empire and discovered new lands. The skills developed by these explorers have allowed the Unicorn to develop elite scouting units as part of their cavalry. Like all Scouts, the Unicorn Scouts are fast and agile. They rely on their knowledge of the land to make seemingly impossible victories look like a stroll in the stables. Where Unicorn scouts separate themselves from other clans is the way in which they use their master horsemanship to maneuver around the enemies forces, striking when and where it is most advantageous. Unicorn Scouts get their strength from maneuverability and overwhelming their opponents.

Unicorn Scout’s main focus for victory will be Military.

Tacticians

While the Lion may be the masters of Tactical warfare in the empire, they are not the only Tacticians out there. The Unicorn clan also has a strong contingent of Tacticians, and they too are masters of warfare. Like the Lion, Unicorn tacticians excel at making the right moves at the right time. Unlike the Lion, they apply their tactical brilliance to cavalry maneuvers and deployment. This combination of superb planning and the speed of their troops can unleash a devastating impact on less prepared opponents.

Unicorn’s Tacticians main focus for victory will be Military.


Battle Maidens as a primary theme?! Wow! And Commanders shall trample as well as their Clan Champion! Let the trampling begin!

Raf
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PostPosted: Mon Jun 01, 2009 3:14 pm 
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No Scorpion theme yet???

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PostPosted: Mon Jun 01, 2009 5:37 pm 
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Joined: Sat May 02, 2009 8:34 am
Posts: 122
Main scorpion theme: Ninja military

Main scorpion theme: Magistrate Military/Dishonor (via battle actions)

minor theme: Courtier Dishonor

minor theme: forgot haha

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