![]() Proud Warrior Race Guy: Pretty much everybody.Power Copying: What your faction, Order, is doing in a technological development sense.Our Giants Are Bigger: The Giants of No Man's Land, which you can also adapt into your army.National Weapon: Exaggerated to the point of Cargo Cult see above.They can also do this stun in melee fashion. Magic Staff: The Magikill wield these and conjure explosions that stun their enemy.Instant-Win Condition: Destroy the enemy monument, and you win automatically.Advancing to the other side reveals no base. Hold the Line: A few missions consist of this objective.Grievous Harm with a Body: The Giants in both games drag a corpse behind them, which they can use to bludgeon enemies.Averted in the sequel, however, where Magikill carry purely offensive spells. Enemy Summoner: The Magikill are capable of doing this. ![]() With Speartons, this reduces their speed with Swordwrath, this renders them immobile in 1. Swordwrath and Speartons are able to defend themselves in 1 and Legacy.However, doing so will leave your monument open to attack. The game allows you to garrison all of your units, miners included, in your base, while invulnerable castle archers fend off the enemy (although castle archers are not given for free in Stick War 2).Cool Crown: Order's monument sports one of these.Yours, Order, is not one of these, and your goal in the game is to break these monuments down. Cargo Cult: Most of the factions you fight worship ways of combat so much they would wage war over it, and even have monuments.Butt-Monkey: The Swordwrath are effectively the setting's Cannon Fodder and tend to get the most elaborate death animations.Also, depending on the game, they might not even have much in the way of damage output. Giants are huge and imposing, with the ability to stun units on hit and truckloads of health, however they tend to take even longer to train than Magikill and cost a fortune.The ability to blast enemies and summon an infinite supply of minions (in the first game and Legacy) or rain destruction on enemies with powerful spells (in the second game) makes them potentially quite dangerous, but they are universally slow and fragile with some of the steepest costs and longest training times in the series. While the Giant remained largely the same in Stick War 3, the other returning Chaos units got significant facelifts, as did the hero units returning from Legacy.While the basic stick figure aesthetic remained the same, characters' accessories became more elaborate in later games, and the animations became a lot more fluid.Legacy has a population cap of 40 with different units having different population costs, and Magikill minions no longer count towards the limit. ![]() ![]() Notably, you could easily go over the cap in the first game with Magikill minions, as the Magikill's summoning spell was not restricted by the population cap even though their minions counted towards it. The first game has a limit of 20 units (of any kind), while the sequel sets a cap of 80 but gives each unit a different population cost.
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