Board Thread:Fun and Games/@comment-26446612-20161007223306/@comment-29646689-20170611225852

am gonna try to make a boss idea.

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The Assault

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so after the player beat me (forgot which boss), they may or may not receive a challenge from me for a 1v1 fight. this time, I borrowed a containment unit from another game to take care of you.

Game works as usual, except 3x elixir during overtime.

Enemy arena towers have M2HB HMGs on top which shoots triple speed of Crown princess with half damage, like a Machine Gun from BB. King Tower has a TOW missile launcher that fires every 1 second and deals Wizard splash radius. double damage of normal King tower. all others the same.

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Boss cards:

Riflemen: these guys are the meat shields of the game. can throw grenades equivalent to a bomber bomb at close range (3 times I say), but does so once per 10 seconds. bit less range than archers. 5 units in a card. damage equivalent to that of an archer per unit. fast movespeed

Assault: lower range(10%-), higher damage (10%+), faster grenade throw. 3 units. slightly increased HP (5%+). very fast.

MG teams: these guys counter swarms efficiently (air or ground). 3 units. has more HP(15%+) and increased range (10%+). medium speed.

AT teams: direct counter to tanky troops (rocket launcher does 2x damage to tanky troops) but is weak against swarms. Riflemen HP. medium speed.

Sniper teams: range of Princess, less HP (25%-), best used behind cover against enemy units. slow

Humvee: has 500HP and an MG that does good splash. takes 10% less damage to projectile attacks but 10% more to explosives. fast.

LAV-25: the swarm troops worst nightmare. Auto-cannon has Witch sized splash and fires in bursts of 5 to 8 followed by a 1 second reload time. 1000 HP. 15% less damage from projectiles and 10% more with explosives. medium.

M1A1 MBT tank: the tanky troops worst nightmare. the 105mm cannon fires dealing massive damage (think half of a Sparky) with 3 second reload time. an MG on the tank partially counters swarms. 20% less damage from projectiles but 10% more to explosives. slow.

Elixir cost: 3, 4, 3, 4, 5, 7, 8, 9 respectively. However there are limited reinforcements: 10 rifles, 5 assault, 5 MGs, 5 ATs, 4 snipers, 4 Humvees, 3 LAVs and 2 tanks.

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The enemy also has a 5th slot using a second deck of supports. However the supports are single use. these supports can either boost enemy (the ones you are fighting) trroops, debuff friendly (yours) troops, or drop fire support from the skies. these cost Supply, which is in a different resource bar (as in Supply bar vs. elixir bar). Some support assets may give the enemy another unit to deploy.

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There are cover situated around the area, and units can hide behind them and take less damage. some cover can be destroyed with spells or fire support (depending on who destroyed it).

Once one enemy arena tower is destroyed, all Support Assets cost 1 less Supply. once other arena tower destroyed or King tower 50% hp, all units cost 1 less elixir and gain 1 extra unit. By 25% hp, all enemy troops deal 25% more damage.

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I know. the fight is onesided unless you use cancerous decks like L337 barbs and Royal Cancer. but then this is unlocked at Champion league, so you should have overleveled cards to beat the boss.

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I have no idea what I am typing.