I think spies should lose the sabotage. it would make way for (you guessed it!) commandos!
Commmandos stats:
2 hit points
1/3 movement rate
6/1. cannot attack cities
3 movement points
Sabotuering stats:
green has 60% chance of sabotaging stuff.
vet has 90%
Special ability: dispersment:
units are 'invisible'
If enemy unit goes into a commando square, they take 50% damage. if green, they dissapear. Vet, they go to the nearest city.
Paradropping (vet only):
May paradrop 10 squares AFTER a succesful sabotage (no other time)
Suggestions? Too powerful (i think it is)?
Commmandos stats:
2 hit points
1/3 movement rate
6/1. cannot attack cities
3 movement points
Sabotuering stats:
green has 60% chance of sabotaging stuff.
vet has 90%
Special ability: dispersment:
units are 'invisible'
If enemy unit goes into a commando square, they take 50% damage. if green, they dissapear. Vet, they go to the nearest city.
Paradropping (vet only):
May paradrop 10 squares AFTER a succesful sabotage (no other time)
Suggestions? Too powerful (i think it is)?
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