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Post by d on Nov 13, 2007 21:44:33 GMT -4
Funny! Is it better than the 2 man puma? I could throw in silk roads or 3 hussars too.
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Post by boorules60 on Nov 13, 2007 22:12:08 GMT -4
Sayeth the Lord "The Chinese have been blessed with thine flamethrowers, but I shall grant thee a 7 Steepe Rider shipment to compliment thine flamethrowers and disciples. I shall grant thee the Chinese one shipment of Steepe Riders that will arriveth by 7:20." The Lord, upon testing His theory, saw that this was good."
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Post by boorules60 on Nov 13, 2007 22:14:10 GMT -4
Really, with a little XP from some treasure guardians, I can make my third shipment 7 Steepe Riders and bring them along with the rush too. If I want I can send 600 gold and have 5 more flames by 8:30 and send the Steepe Riders 4th. It's definitely worth investigating.
I suggested the Jan, Flamethrower rush to Tim today because I suspect that the Jans might be a little better then the Samurai because of their lower cost, their ranged attack, and the fact that you can have more of them. The only thing you lose is the Damiayo and the high seige power of the sams which might make the sams a bit better. Silk Roads would help me like you wouldn't believe.
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Post by pcups on Nov 13, 2007 23:56:43 GMT -4
Sayeth the Lord: "I have wasted my time with these old peoples, I shall look upon a new race of men and women and rejoice! For thee shall have mighty clubs and tame coyotes to command! They shall be ready to go at 6:30 or 6:00 If I, the Almighty, see fit to bless them with 100 extra wood!"
Really we could make the best rush in the world with Jans, warclubs, sams and flamethrowers. Imagine what we could do!
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Post by punkybruster on Nov 13, 2007 23:58:44 GMT -4
16 samurai * 67 seige = 1072 25 jans * 25 seige = 625 Samurai have 50% more seige
25 jans * 235 hp = 5875 hp 16 samurai * 230 hp = 3680 hp The jans have 60% more hp
25 jans * 15 melee damage = 375 16 samurai * 25 melee damage = 400 Samurai have a slight edge.
I think the greater speed and the area damage of the samurai gives them an edge in melee, but the jans' ability to attack at range gives them an edge in overall combat.
The daimyo certainly is better FB than two barracks... if he stays alive. The daimyo wins because he boosts attack, builds inf and cav, and stays right behind the front. It's risky though. If the enemies focus fire on the daimyo, the japanese won't be able to reinforce for a minute or two. The otto FB is safer.
Overall I think I like the jans because they don't die. Where samurai were better than Ashigaru, jans are better than samurai. The TC is going down quickly enough with the FT's. If cavalry is necessary to compliment the army, the 9 steppe rider and the 3 hussar shipments can take care of it until the turks can put up a stable (which they'd want eventually anyway). Light infantry is unnecessary since the FT's can take care of all infantry.
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Post by pcups on Nov 17, 2007 18:42:55 GMT -4
Hey Ben, I just tried the chinese for the first time 1v1. I love them! I see my self using them very often for supremacy and asians for treaty. I didn't really know what i was doing so i dont know if i chose the right age up stuff and everything but oh well.
I played against a japanese guy who build those horsey things, im not sure what they are called. But they SHRED chu ko nus. I guess anything does. Speaking of chu ko nus, i really liked them. They destroy LI and HI alike. Even some art. I just ended up spamming quang pike men and chuko nus along with some ponies. He just couldn't take it. My swarming chinese army of 1.3 billion just destroyed him.
But yea, i love them.
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Post by boorules60 on Dec 11, 2007 1:32:47 GMT -4
I have a new idea to make our flamethrower rush even better since so far the pattern has been that we beat 2nd lts and lower and lose to 1st lts and higher. As the Chinese, I usually send 7 steepe riders as my third shipment. Although they are nice, I find that they just don't have enough HP to be effective. What I'm going to do instead is age up with the monk politician that gives me extra monks. Then, my 3rd shipment is the monk card that gives them 50% hp AND attack AND gives them nothing but critical hits for a short period of time... AKA the time of the attack. Thus, this shipment arrives just as we are about to enter their base, so I have 13 OP monks doing critical hits rather than 6 shitty ones and 7 semi-effective steepe riders. Better still, I can rebuild the monks in their base with my explorer since I always have extra food anyway!
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Post by pcups on Dec 11, 2007 12:52:21 GMT -4
Well Ben, there was a HUGE discussion on ages heaven about disciples. Yes, you are right, doing that would make your rush infinitely better. But ES has noted the disciples OPness and is planning to nerf, i have no fucking clue when. I'm not sure what they will do, they said something about making them more expensive and the wonders giving you less disciples. I don't know if that changes anything in your rush. After the patch it just may be more effective to use steppe riders. Oh yea and they broke it down saying why nothing is good against disciples. Heavy infantry may have a bonus against them but because of the ridiculous amount of critical hits that a disciples gets AND the conversion thing, it basically gives monks a bonus against HI. I think people found out that disciples critical hit 33% of the time. I serious bug!
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Post by boorules60 on Dec 11, 2007 13:04:40 GMT -4
Damn! Just as I'm planning a cool new strat, I get my ass kicked. In all honestly, I do think that they should cost 100 food since they are better AND cheaper than war dogs, coyotes, and pets. I had a feeling they might get nerfed, so I might want to enjoy them while I still can. Ha ha
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