UHR-Warlords is a new game based on the principle of great gameplay and stunning visuals. The game is packed with 2 campaigns each featuring 6 chapters, 8 unique creatures and 8 magical runes. 4 Warlords battle to the right of dominance. Choose your favorite and compete against your friends!
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|Hitpoints gained||2 per turn|
Life is a rejuvinating rune boosting the creature’s Hitpoints over time. It gives +2HP each turn for 6 turns.
|Effect||Places an obstacle on a tile|
The Barricade is a rune that places an obstacle on any tile that is unoccupied. This is great for hindering movement on a unit. It is even possible to disable a creatures movement if placed right.
Bolt is a instant damage rune which strikes an enemy for 6 hitpoints. This can be very handy for eliminating a creature has low hitpoints and could be a potential threat.
|Speed modifier||Doubles cost of movement|
The Slow rune double the cost of moving an enemy creature. Use this on a potential threat to possibly elimate that threat temporarly.
|Speed modifier||Halves cost of movement|
Haste halves the cost of moving a creature. Use this to enable a creature far better reach. A Giant boosted would move as most other creatures and could be very dangerous to the opponent.
|Attack Damage||2 per turn|
Lava can be cast on any tile leaving a pit of molten rock that damages any creature that stand on it. Be aware, though, as it will hurt your own creatures as well.
|Effect||Target hitpoints set to 1|
Plague weakens the enemy and set its hitpoints to 1 for the duration of the rune. Use it in a composite attack to rid yourself of strong creatures.
Protect your creature with this rune. It will keep it safe till the next round.
|Special Ability||Retraction (can move after an attack)|
This wild creature has the lowest starting hitpoint of all. That being said it can handle itself pretty well. The Skirmisher moves diagonally and attacks diagonally, so it is the attacking counterpart of the Shaman. But it does has something special about it. Most attacking creatures is able to kill the Skirmisher with one strike. Ending it’s turn next to a strong melee creature or in the line of sight of a Ranger would not be beneficial. So the Skirmisher can do a Retraction. Retraction is the ability to attack an enemy and then move again after the strike. The Skirmisher can attack an enemy and then move back to where it was or even move to another location. This ability can even be used to save cost on moving the Skirmisher or move it to destinations not possible at the start of the turn. Attacking an enemy and moving away directly opposite from origin(obtuse angle) is called a Ricochet Move.
|Life Giving||5HP (Fixed cost: 5)|
|Special Ability||Passive Area Heal: 1 (Heals all neighboring allies 1 hitpoint per turn)|
|Life Give Direction||Diagonally|
The Shaman differs from all of the other creatures in that it cannot harm enemy creatures. Instead, the Shaman can harness Uhrkraft and boost ally creatures’ hitpoints. A Shaman can be a very effective tool. Tactically it can sometimes push the scale and give you quite the advantage. Boosting an ally works just as attacking an enemy and gives the target ally +5 hitpoints. The Shaman does move diagonally and boosts diagonally so it is possible to spawn Skirmisher’s and Rangers that never is eligible for boosting (as they also move diagonally).
A Shaman boosting a Giant several times makes for quite the force. If you pair that with the Haste rune you can suddenly find yourself with a Giant with 30+ hitpoints, moving at normal cost. Another example would be to go in force with two Warriors down the middle with the Shaman protected behind them. Each turn you have will grant both Warriors +1 and you can boost one of them every other turn. By the time they reach the enemy strongholds, they will be a force to be reckoned with.
|Attack Damage||6-8 Ranged|
The Ranger is the only creature that can attack from range in a straight line. They can attack from distance. It’s attack cost is calculated like all creature move cost, but the Ranger attacks at halved cost (like the Assassin moves at halved cost). So where the Wizard attacks at a fixed cost (5) the Ranger’s attack cost varies and gets cheaper the closer it is to its target. The Ranger moves diagonally, but attacks straight, making it able to hit most creatures combined with movement. Actually the combination of movement and attack sometimes makes the action cheaper than just attacking from its starting position. Note that the Ranger cannot attack “through” other creatures, nor attack over obstacles such as Barricade.
They are great to use against Giants. Since the Giants move slowly, it can easily get two or three attacks in before being threatened by the Giant. This is in most cases enough to kill of the Giant threat.
|Attack Damage||4 – 6 (Backstab for 3x damage)|
|Special Ability||Backstabs for 3x damage. Attack enemy from behind to Backstab|
|Movement Direction||All (half movement cost)|
This is one of the more specialized creatures in Uhr – Warlords. The Assassin has a fairly high price, but has a toolset of special abilities to bargain.
The Assassin can move diagonally as well as straight, making it the most movable creature in Uhr – Warlords. It can strike nearly any target at anytime coupled with the ability to move at half the cost. Beware this creature if your opponent rallies one.
The Assassin has the lowest damage range of alle the creatures in Uhr-Warlords. With only 4-6 damage he if not very useful in direct combat. But if used correctly, the Assassin can strike with 3x damage, making the damage range 12-18.
This is called a Backstab. An Assassin backstabs enemies if he attacks them from behind. 3x damage makes it the potential highest damage dealer in the game.
|Attack Damage||6 (Fixed attack cost: 5)|
|Special Ability||Passive Area Damage: 2 (will damage any foe in a neighboring tile)|
The Wizard can be used in a variety of ways, but is most useful on the flanks. He attacks diagonally and is therefore ideal for keeping guard of Uhrkraft springs and hinder opposite Assassins from lurking on the flanks.
Firing range attacks at a fixed cost can come in handy there is distance between him and the target. The closer the target is the less you “save” by attacking with him. And he is certainly vulnerable at close range, but he does have a trick up his sleeve:
The Wizard does not like company that is not allied. If an enemy creature ends its turn next to a living wizard, that enemy will suffer 2 damage. This can turn the tide and if you can get a Wizard all the way to the enemy’s strongholds, he can do valuable damage to them as well.
|Attack Damage||7-9 (AOE 2 damage)|
Area of Effect (Line) for 2 damage
|Movement Direction||Straight. Can fly|
The Beast is a very versatile creature if you can suffer the expense. It is a flying creature which means that not even Barricade can hinder its movement. It must, however, land on an empty tile. Landing on Lava will still hurt it, but it can safely fly over it.
The Beast has high starting hitpoints and does have a fairly strong attack, but if it can attack enemies standing in a line it will do even more damage. It’s breath reaches two tiles behind the target tile and will damage anyone standing there, including allies. So be aware when you use the Beast to attack. If you have an ally standing behind your target, it will get damaged or even die.
The Beast moves in straight lines and attacks in the same manner.
|Attack Damage||10 – 12 (AOE 2 damage)|
|Special Ability||Area of Effect (T – Bone) for 2 damage|
|Movement Direction||Straight (double movement cost). Cannot move backwards|
The Giant is a speciality creature which can, if it is used correctly, be devastating to the opponent.
First and foremost it has high damage and the highest starting hitpoints of all the creatures. This alone makes it dangerous. His hits damage 10-12 damage which will kill half of the creatures of UHR in one attack. In addition he his attacks damages tiles in front and to the side of the target tile as well. This can be highly effective when attacking strongholds as it will deal 2 damage to every stronghold to tiles and less from the target.
The Giant does however suffer some disadvantages:
Firstly, his heavy steps makes his movement cost double of a normal units. Moving him to tiles will cost 6 Uhrkraft, making it a challenge to bring him to the enemy stronghold. If you do succeed in this though, he will be able to wreak havoc on the strongholds.
Secondly, his battle rage only permits him to move forward. This does leave him weak to attacks from behind as he cannot strike back the subsequent round.
|Movement Direction||Straight (Cannot move backwards)|
|Attack Direction||Arc (Cannot attack backwards)|
The Warrior is a high damage melee creature which can be useful both in attack and defense. If you decide to use it in attack, though, it will not be able to return back to your strongholds for defensive purposes. He is constrained to forward movement.
Be that as it may, the Warrior walks straight and can attack in an arc. This means that it can target all units in neighboring his occupied tiled except the ones behind him.
The Warrior has fairly high starting Hitpoints and can withstand nearly all attacks from enemies at least once. He is also the second most heavy hitting creature (save the Assassin’s backstab) and has no AOE. Therefore he can be very useful if your opponent has gotten a creature over to your side and is hammering Strongholds as he will not damage the Strongholds(like the Giant would).