I'm making a side at the moment for a little project I'm working on and I'd like input on the unit spread. As you read this, please keep in mind that the side's terrain is all Heavy Forest. No roads, just forest, so any unit too large to fit between trees is completely impractical. The side's general strategy is "Ambush, Ambush, Ambush." Scouts find and sap the enemy, and then large numbers of units attack at opportune times, disappear, rinse, repeat, so Jetstone style straight forward combat is not something this side would ever do.
Please read and give your thoughts, fellow Erfians.
Chief Signamancer - Minor Flower Power, poison crafting.
Dirtamancer - Heavy: Prefers field combat. Very minor Dollamancy (Raiment and Stuffed-Shirts only, see below)
Shockamancer - Experimenter. Been experimenting with 3 way links by contracting MK casters.
Basic Infantry: As per normal, bare bones unit.
Basic Archery: As per normal, bare bones unit.
Cute waggly tailed doggies that can walk on two legs, and tear out throats with fang or claw. Basic Language skills and cannot form battle plans on their own, but follow commands well enough. Cannot equip weapons or armor. Forest Capable. Special: Pack mentality - Gain combat bonuses from having more Werewoofs in stack, up to an 8 unit maximum bonus.
Servants and Courtiers:
Almost mindless servants made of fabric. 1 hit, 0 Attack, 0 Defense. Super cheap and harmless. Can perform basic servant tasks, and parrot back messages meant to be delivered, otherwise, has 50 total words it can speak.
Only exist to manage the Stuffed shirts, and keep inventories and armories stocked and up to date according to the Signamancer's spreadsheets. When the ruler wants advice on ruling, the ruler speaks to warlords and casters.
Only normal knights, the side does not use Heavy Knights outside their capitol site.
Green fur with yellow saddles, forest special. No armor, but can attack with it's antlers. Agile, large jump, and favored by the Side's Warlords as ground mounts. Females have antlers anyway, and are John Does.
Chronically depressed fowl that act as mounts for the aerial based knights of the Side, being much easier to travel by air in their territory. Can attack with beak, but even more so with clawed legs. Can do a jousting charge on land or in flight. Cannot wear armor heavier than Medium.
Heavy Flight (name withheld):
Larger bird unit. Flight capable despite all standard laws of physics. Wings double for arms, and can punch, kick, and smash like the Heavy and Siege dolls that Jetstone enjoys using. Feathers are a natural armor, wears no equipment. very fearsome and "intimidating."
Field archery units for the Side. Special - Concealment bonus: Being of a shady nature, this Elf brand gets bonuses to it's stealth and hiding rolls. Special - Sneak Attack: Should the Shady Elves not be able to be seen by the target of their attacks, the attack does additional Sneak Attack damage.
Go to units for field combat when possible. Special - High Morale: Having more heart than any other unit (see wut I did thar
) the unit suffers no penalties to combat for being outnumbered. Special - Higher level units gain damage protection, both in general and to one additional element at random, this elements being reflected in the color of their clothing. Every Energetic Elf is popped with a Sword Master blade and shield.
(I know what people will say, "Why not Woodsy elves, who have the Forestry special?" Well, as we can all see in Book 1, they are straight forward combatants, not sneaky at all. Their combat style does not mesh with this Side's strategy.)
Various Hard Rock golems, and a smattering of metal. Used where they are most effective, not seen much in the field.
Can sides have units without the Fabrication special make saddles, armors, weapons, and normal everyday life items? I don't know if it's been addressed about what sides without guys like Twolls. If so, please enlighten me.
Now, what have I missed in the creation of the side?