Post by boorules60 on Jun 2, 2008 20:39:35 GMT -4
Patrick brings up a good point, we might want to start a discussion on the Iroquois in treaty. Here's what I can come up with.
Advantages: The Iroquois have some real cool stuff in treaty as we saw when a few people played them in MI. Light Cannons rule... period. They are good against infantry, cannons, AND buildings, and have enough range to keep up with all the other good cannons. IMO they are the best cannon in the game because, oh yeah, they are three pop!!! You can constantly have an army of 30 of them. Very nice. Rams and mantlets are are kind cool too and are only 1 pop. Kenyas and Aennas got a bit of a boost too in the last patch. Toms, forest prowlers, and Musket Riders are all-around units too. They also have team medicine, team mills (I think), and fur trade.
Disadvantages: Like the other natives, they have no late game source of wood. This is especially crippling for the iros who rely heavily on toms, kenyas, and heavy cannons, three of their most important units. This is not as much of a problem in team treaty if you have allies to help you, but it's ok. Travois help a bit too. They also have major fire pit problems. The patch killed the firepit for non-WP units, and the iros really have to keep a bunch of vills on the firepit to keep up with the unit production. Not so good. Finally, they don't have the huge economy because of the lack of good eco cards. They're kinda fun though so give it a whirl!
This thread is for general discussion with them in treaty... probably team treaty since that's what we do.
Advantages: The Iroquois have some real cool stuff in treaty as we saw when a few people played them in MI. Light Cannons rule... period. They are good against infantry, cannons, AND buildings, and have enough range to keep up with all the other good cannons. IMO they are the best cannon in the game because, oh yeah, they are three pop!!! You can constantly have an army of 30 of them. Very nice. Rams and mantlets are are kind cool too and are only 1 pop. Kenyas and Aennas got a bit of a boost too in the last patch. Toms, forest prowlers, and Musket Riders are all-around units too. They also have team medicine, team mills (I think), and fur trade.
Disadvantages: Like the other natives, they have no late game source of wood. This is especially crippling for the iros who rely heavily on toms, kenyas, and heavy cannons, three of their most important units. This is not as much of a problem in team treaty if you have allies to help you, but it's ok. Travois help a bit too. They also have major fire pit problems. The patch killed the firepit for non-WP units, and the iros really have to keep a bunch of vills on the firepit to keep up with the unit production. Not so good. Finally, they don't have the huge economy because of the lack of good eco cards. They're kinda fun though so give it a whirl!
This thread is for general discussion with them in treaty... probably team treaty since that's what we do.