Fighting adjacent opponent units in Shared melee row
I have made a wish about implementing Fight ability if there will be Shared Melee row in HomeComing, where is only one melee row thus you can place units next to your opponent.
I am going to elaborate and put examples new card abilities related to Fight.
2a. Fight (First Strike)
Below are non-core, for expansion of fraction identity:
2f. Fight (Double Axe)
2h. Wrestle (Lock)
Goal:
1. Give Gwent a new layer of interactivity.
2. Beside making row placement matters, make army composition (and weapon) matter, as point spam is no longer everything like now.
3. More fun if they have an 'overwhelming row' mechanics, where meeting specific (and fair) condition you can place Fighting units on opponent Ranged/Siege row.
I have made a wish about implementing Fight ability if there will be Shared Melee row in HomeComing, where is only one melee row thus you can place units next to your opponent.
- New ability “Fight”:
- Place your unit adjacent to an opponent at the same row, deal damage to enemy (verse visa, and at the same time)
e.g. Opponent Wardancer (3 str) was in the shared melee row. Now you deploy your Nekker (4 str) next to it. After the Fight is resolved, you have a damaged 1 str Nekker standing and the enemy Wardancer went to the graveyard.
I am going to elaborate and put examples new card abilities related to Fight.
2a. Fight (First Strike)
Opponent unit does not retaliate, unless they also have First Strike
2b. Fight (No Retaliation)This unit is not capable of deal damage in any Fight
- for most machines, mages etc that has Ranged/Siege row as preferred rows, thus cannot retaliate
2c. Fight (Flanking)- for most machines, mages etc that has Ranged/Siege row as preferred rows, thus cannot retaliate
If opponent unit is right next to your ally, you gain First Strike
- for most Calvary has this
2d. Fight (Long sword)- for most Calvary has this
This unit is immune to any First Strike
2e. Fight (Spear)Can Fight unit on adjacent row. Gain First Strike to non-shielded unit on adjacent row (but not same row)
Below are non-core, for expansion of fraction identity:
2f. Fight (Double Axe)
Ignore shield, deal double damage to No Retaliation opponent
2g. Fight (Whip)Move opponent from adjacent row to this row, then Fight
- Pull No Retal units to this row2h. Wrestle (Lock)
Deal no damage to opponent, unless been attacked. Toggle adjacent unit’s lock status
2i. Taunt (Long sword)Same as Fight (long sword), but opponent Fighting unit has to fight with this unit
2j. Fight (Poison)If opponent survive the fight, deal 1 damage in all coming turns
2k. Fight (Stock weapon)Fight with the weapon your last unit used.
2l. Fight (Opponent weapon)Fight with the weapon your opponent last used.
2m. Fight (Claws)Fight 2 opponent units, each with half of the your strength
Goal:
1. Give Gwent a new layer of interactivity.
2. Beside making row placement matters, make army composition (and weapon) matter, as point spam is no longer everything like now.
3. More fun if they have an 'overwhelming row' mechanics, where meeting specific (and fair) condition you can place Fighting units on opponent Ranged/Siege row.
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