LPhillips wrote:Bleh. I feel kinda stupid. That old thing where the bonuses disappear from the stack after the unit is killed is still programmed into me.
You think you feel stupid. Until this post I didn't even know the Catapult HAD a 3rd hit. Another case of having no idea when this change got introduced.
With a 3rd hit and +10 when attacking (that I knew at least) the Catapult becomes a decent attacking unit for any situation, without even using it's siege component.
LPhillips wrote:Catapults are awesome. Thus my thread pointing out how good they are, and how underutilized.
That point of view was lambasted pretty heavily by KGB and others, heh.
I merely suggested that they are perfectly used now by players because they are pretty much pillaged/ignored
Coming back to that again, lets look at another combat example.
Defender: 8 Hv Inf in city with +5 defense (all 25 strength)
Attacker1: 7 Elves + Catapult (7 12's + 1 30)
Attacker2: 7 Elves + Gryffon (7 12's + 1 45)
In Attacker1's case, the Hv Inf fight at 20. In Attacker2's case they obviously fight at 25. Now what kind of outcome do you think this results in? Well would you believe that it's about the same. Attacker1 wins 17% and Attacker2 wins 15%. Now obviously you aren't attacking in this situation (unless you are desperate) but the point is, the Gryffons 45 strength is about the same as the Catapult taking 5 off all the defenders.
Now if you go back to the 10 Commandments post in the Strategy Section one of those commandments is to understand the stage of the game and act accordingly. That means building units in addition to moving, defending, attacking etc. I classify a game as being in 3 stages: Early, Middle, Late (which I describe in detail there).
So if we classify unit value (low, medium, high) by game stage we'd get something like:
Red Dragon: Early - High, Middle - High, Late - High. Obviously a Red Dragon has value all game from it's movement, flight, big bonus and strong combat skills.
Pegasi: Early - High, Middle - High, Late - Low. The Pegasi has little end game value because there will be many negates/better bonus's or better straight up combat units to use.
Gryffon: Early - High, Middle - Medium, Late - Medium/Low. The Gryffon has it's best value early as a neutral taker/hero mover. Still has some value in mid game but it goes down in proportion to the number of Elves/Wizards your opponent has and in late game there are much stronger combat units like Demons and a lot of archery.
Catapult: Early - Low, Middle - Low, Late - High. As I said in the other post, you don't need Siege to take neutrals or middle game defended cities (the battle I show above is a typical middle game battle between non-hero stacks before players can field a lot of quality units in stacks other than their hero stacks) but to crack open a heavily defended (Devils/Unicorns/Dragons, strong walls) late game city they are a must.
So when you realize Siege is a late game item, there is no reason to keep/use it in the early/mid game other than a Hero stack. Other units are much better investments of your money because they increase the chances you can END the game before it ever gets anywhere near the Late game stage. Also many maps will never require siege even if they do reach Late game stage. Maps such as Bullrun, 8 Kingdoms, Midguard, The Waste, Westeros, High Seas Combat etc that are based on maneuverability and flanking. You just go around strong cities and find one that's not as heavily defended since you can't put 20+ men in every city. On the other hand trench warfare style maps with lots of choke points like Crescendo will require siege because you often must go through 1 heavily defended point to reach the next heavily defended point, rinse and repeat.
KGB
P.S. I think Strach's answer was the best one and the one I tend to use/favor the most. Elementals best use right now is over Lava to attack someone where they least expect it. Since they alone can hide there they never get attacked so they always are attacking.