Giants — design overview
A section of the master-unit redesign GDD for the Giants class — purpose, two sub-types, mechanics, and comparison tables.
A section from the master-unit redesign documentation for World of Battles: Morning Star. Internal GDD, written around 2011 during the master-unit overhaul described in The Macaroni Method. Terminology assumes familiarity with the game’s systems — AP = Army Points, MU = Master Unit, DD = Damage Dealer, UBL = unit-blocking logic, Overkill = wasted damage on a dying unit.
What place does a Giant take in the army?
- A Giant is a very powerful part of the army.
- It must be something the player wants to unlock — so they play for a certain time before they get one.
- It shouldn’t be the only unit in the army; a single-Giant army requires no skills and devalues opponent skill.
How do I play with Giants in my army?
Move the Giant into position (different for each Giant type — see below), activate the Special Attack, and let it fight for the duration of the Special Attack cool-down while you command your other units. Giants also have auto-cast for new players.
The two Giant types have different battlefield purposes:
- Area attacker — searches for a dense mass of enemy units, walks into the centre, uses Special Attack.
- Direct attacker — searches for a powerful single unit standing alone or away from a mass, kills it as fast as possible, then runs away before the enemy can surround it. Avoid being surrounded.
Giants — distinctive properties
- Giants are powerful, tough, simple-to-use units.
- Their effectiveness isn’t decreased by HP loss.
- Each Giant is worth several normal units, not one.
- Giants aren’t affected by unit types or weapon skills of attacking enemies — only Attack value matters.
- All Giants have magic-like Special Attacks (active abilities):
- Area attacks deal damage to all units around the Giant.
- Template attacks deal damage to units directly in front of the Giant.
- All Special Attacks have magical after-effects: burning, poisoned, slowed, stunned, etc.
- Giants cannot be stopped by normal units and cannot stop normal units (with UBL).
- Two Giants cannot pass each other — open question: should we allow allied Giants to pass through each other when they have no other path?
- Archers can fire at Giants without Overkill.
Possible additions:
- Impact damage — Giants damage enemy units they walk over, rewarding the simplicity of use: just move and the Giant keeps dealing damage. With return damage, this mechanic becomes similar to Charge.
- Charge on Giants
Strong and weak points of Giants vs normal units
| Strong points | Weak points |
|---|---|
| No stat decrease with wounds | Equal to several units in AP |
| Special Attack deals big damage | Special Attack needs manual order for best effect (auto-cast available, like an MU) |
| Not affected by weapon skills or unit classes | Class-specific weakness |
| Special Attacks have magical after-effects | No Overkill when fired at |
Difference between Giant types
Two classes — Area attacker and Direct attacker.
Area attackers are slow. They move through enemy units, even formations holding ground, breaking groups apart with normal attacks or special abilities.
- Better against many units at once.
- Special Attack affects all units around the Giant.
- It’s senseless to block them with a Tank and attack from the sides with DDs — all attackers receive the same damage, and DDs will die quickly.
- Tanks don’t take extra damage from back/side attacks.
- Movement speed: same as foot units.
Direct attackers are fast. They intercept single powerful enemy units and kill them with normal attack or special ability.
- Better against single targets.
- Special Attack is narrow, template-shaped, affecting only units in front.
- Take extra damage from side/back attacks.
- Movement speed: same as Cavalry.
| Giant type | Strong points | Weak points |
|---|---|---|
| Area attacker | Damages all directions. No side/back damage penalty. | Low damage in any single direction. |
| Direct attacker | High damage to single target. Outruns any foot unit. | Extra damage from back/side. Can’t damage many surrounding units at once. |
Giant vs Giant
- Direct attacker > Area attacker.
- Giants aren’t affected by Special Attack after-effects from other Giants — but the damage itself is dealt normally.