by LPhillips » Mon Feb 06, 2012 9:16 am
Hey, I was writing a post and got carried away. Realized it belongs here. My thoughts on many units now, how some are underutilized and how some are not worth using.
People don't use siege engines. I don't know what is not clicking, but most experienced players seem to see them as worthless. Even people whom I respect for their tact and thoughtfulness ignore them or plunder them. Now, as I said, these are players that I respect and yet I must say that their behavior is very foolish. Especially on gold-rich maps where an enemy can easily set up at uncomfortably close quarters with a +10 or +15 city, and then players find themselves powerless against it. Maybe we're all too familiar with War2 where a player's ranks would quickly be flush with useless, slow machines? In this game they can be vital.
Some units provided in the game are great specialists, and it would be nice to raise awareness of their pros and cons. Siege machines are only one example of the underutilized units left on the sidelines. Pikemen are cheap and readily available now. They sport a lower upkeep than their specialist competitors the Heavy Infantry, they are only 25% weaker on defense, they are 50% stronger on attack, and they're incredibly powerful in Open terrain (far more common on traditional maps than all other terrains combined). Would you rather have two Pikemen, two Light Cavalry, or one Heavy Cavalry for augmenting your stacks crossing open terrain in the face of enemy aggression? If it's a true slugfest and a battle of economy and production, the Pikemen take the cake. The increased mobility of their competitors is no doubt very nice, but Pikemen in the open will wear down any opponent short of true super-stacks. And again: they're cheap, and economically equal to Heavy Infantry for defense. So while your ranks are building for that push, you'll be safe and upkeep won't melt your funds too quickly. Of course for cramming more power into 8 units for special stacks, 2 turners are always preferable, but in pure numbers, power, and cost they're inferior to Pikemen.
Can the Wizard get some love? +2 UL, excellent movement speed, and powerful anti-air capability stacked on their 25 combat. They're a hero's best friend with all that speed, and the ultimate scout or scout hunter in fair terrain. Near-perfect raiders with equal strength to even a HI defending a +5 city. At 1050 and 2 turns, they're a bargain in their proper situations.
Heavy Cavalry are stupidly good in desert terrain. They shouldn't have that bonus, both for balance and historical accuracy (traditional western heavy cavalry always had a devilish time moving around sandy deserts). But while they do, they're like desert demigods. Throw in a sandworm and/or elephant for good measure, and things really get nasty.
Scouts. These units just rock. The +5 anti-air and the +1 UL have found Scouts suddenly very useful and in their niche. Thanks guys! Even on maps full of "poor" cities, you can count on the Scout to bolster your heroes' ranks until the real production comes along. High movement, good for helping others around, generally a fine unit. Many players are waking up to this.
Useless units:
Yeti. Seriously. 700 gold, can't lead others, only 15 base battle and only 30 in their native terrain. The comparable Heavy Cavalry are only 500 gold, and get +10 in Open AND Desert (to hammer in the point, this is still absurd), and +5 in Snow making them just as powerful as Yetis there. -2 fear? Patently useless. Honestly, if the whole map were snow, I wouldn't buy nor even keep these units. Why would you? 15 movement at cost one is OK, but for a unit which is still weak even when fighting on its home terrain you're not getting much out of them. And you need a scout or mammoth leading other units if you want to support your Yetis. Maybe, maybe, they'd be used if they had some banding bonus. But a two-turner with banding active on all terrain becomes a bigger problem. Is +banding only in snow possible? Confusing? I wouldn't really want it anyway. How to fix the yeti: 20 base attack, -5 fear on snow, Lead others at cost 2. Any combination of two of those would make them bearable. Without the -5 fear on snow, they're not worth over 550. Even with it they're only good on snow, much like the Sandworm on sand.
Devil. 5 turns for only 2 fear and 8 negate? And that on a non-flying unit with 16 moves that you can't really afford to slow a good hero stack down for? The game is over before you can get this guy to the action, and even then he can't fully negate a dragon, and he doesn't cause enough fear to take even 1/2 a combat point away from enemies. 2 fear? How about -10 negate and 4 turns, no fear? Even 5 turns, but at least buff the attributes please!
Mammoth. He's an expensive 3-turn unit with 35 combat only when he's being attacked, 15 at other times, and he only gives +5 stack even in his native terrain. Even if they were provided as free production on a snowy map, it's 3 turns of waiting for a unit that is only strong on defense, an in-between unit with no practical application. Too pricy and too long a production time for a front-liner, bonuses too weak for a true support unit. To be fair, at least give Mammoth +10 group on snow. Elephant has a crazy +12 on open AND sand. Snow isn't that common, and even on a fully snowy map I'd rather have cheaper Pegasi that will actually have a bonus when fighting in cities (where most battles take place).
Crusader. This one is not totally useless; they're fine units conceptually. But somehow they fail to find their niche right now. Players aren't using them. A 2-turn unit giving +3 morale and serving double duty as UL boosters could be a nice unit. But Scouts, with UL 1 and production time 1 just displace them very effectively. Maybe with UL 2 Crusaders would really come into their own. They're supposed to be hero helpers, but they have the lowest UL per production time of any unit. Every other unit with UL gives +1 per production turn, while Crusaders give half that amount. Ruins are sufficiently deadly; you'd still need 5 Crusaders to make a level 2 ruin safe for a Paladin with 12 UL. Right now Paladins are a "do I plunder that or not?" unit at best, and never a "good time to build those!" unit.