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Post by boorules60 on Feb 1, 2007 21:34:51 GMT -4
I've talked alot about the best unit in the game, but we've never taken any time to talk about the WORST units in the game. As you may have guessed, they all come from the saloon. Check out these stats:
Outlaw Pistol
HP: 150 Pop: 5 Build Speed: 50 Speed: 4.5 LOS: 16 Hand-30% Cost: G-80 Building Attack: 24 (Siege) HandAttack Damage: 12 (Hand), ROF: 1.5, Range: 0-2, Bonuses: Cavalry x 3.0, LightInfantry x 2.25 Ranged Attack: 30 (Ranged) Range: 2-12
Outlaw Rifleman HP: 110 Pop: 6 Build Speed: 50 Speed: 4.0 LOS: 22 Hand-30% Cost: G-90 Building Attack: 24 (Siege) Hand Attack: 12 (Hand), Bonuses: HeavyInfantry x 1.5, xpEagleKnight x 1.5, LightCavalry x 1.5 Ranged Attack: 40 (Ranged), ROF: 3.0, Range: 0-18, Bonuses: Same
Saloon Pirate HP: 175 Pop: 6 Build Speed: 50 Speed: 5.0 LOS: 12 Hand-30% Cost: G-100 Building Attack Damage: 24 (Siege) Hand Attack Damage: 12 (Hand) Bonuses: Cavalry x 4.0
Are you shitting me? 6 pop for units that aren't much better than a pair of halbs/skirms/archers at a point in the game where gold is critical and aren't really upgradable... What the fuck is the point? If I'm over looking something DO tell but until then, the saloon can rest on the sweetest part of my ass.
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Post by pcups on Feb 1, 2007 23:02:18 GMT -4
haha
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Post by Jake P. on Feb 5, 2007 8:46:27 GMT -4
just fucking build grenadiers and jans! its much more effective...
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Post by d on Feb 5, 2007 15:02:21 GMT -4
Jake, if they have minute men and skrims, longbows,etc, jans and grenadiers are in trouble. If they are going against the Turks, what's exactly what people build. They just have to use their minute men to attack the grenadiers and let the jans melee them while the skrims kill the jans. The other night, Josh knocked out an attack with the minute man upgrade. Nick uses this a lot playing with the Turks. The jans are so slow, it's hard to get them back when needed. I also will use the building hit point upgrade to keep my TC alive until the jans arrive.
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Post by pcups on Feb 5, 2007 16:45:47 GMT -4
But d, its easy, just run the fuck away when the minutemen come out, wait 1 minute and attack again, keep raiding with the 3 hussars around their TC to keep their peasants contained and come in for hte final kill. Build another batch of grenadiers or jannies and you win!
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Post by boorules60 on Feb 5, 2007 18:19:13 GMT -4
Agreed. They might get 1-3 of your units, but in that time, you've just built another 5! You then put the jans on ranged attack only to kill the minutemen, and then finish the destruction. But back to the topic, I still don't see why anyone but the Sioux would build these high pop units... and the natives don't get saloons!
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Post by boorules60 on Feb 5, 2007 21:10:07 GMT -4
P_Cups, we are going to be online in 10 minutes!
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Post by d on Feb 5, 2007 21:44:58 GMT -4
Yes Pcups, you made 2 good points. Attack vills not buildings - they're easier to kill. Wait a minute and the minute men aren't a problem. In the case of the Turks who need a little time to get their jans back, a minute will do the trick. I haven't tried out to see how effective the jans and abus are against minute men. Minute men own grenadiers - I do know - unless you have 15 or so grenadiers which can destroy the minute men quickly. See Tim for details.
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Post by pcups on Feb 5, 2007 22:13:00 GMT -4
well tim has more of a problem if they send the colonial militia card. Minute men are still good for hit and run. 10 peasants in a TC shooting hte grenadiers while colonial militia poking them from the back is annoying. But with the abus(e) guns, you can just hit him from more range and start taking down the TC with your jannies.
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Post by pcups on Feb 5, 2007 22:14:51 GMT -4
Oh yea and on 2v2 or smaller, some times 3v3 depending on the civ, villes are more important than buildings and are more valuable. So raiding WHILE rushing is about 2000 billion times better because you have then distracted with their base/ allies bases. Raiding, is pretty much better than rushing. EXCEPT on 4v4, where rushing and raiding end up having the same affect.
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Post by mrniceguy on Feb 6, 2007 1:07:12 GMT -4
i usually have the jans go straight for the tc depending on when i arrive. then i micro my abus to kill nearby stuff. this is until the minutemen come of course. but abus seem to do well against minutemen. the minutemen bonus doesn't work and they usually don't get close enough/last long enough to do damage.
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Post by pcups on Feb 6, 2007 17:44:12 GMT -4
Well for certain civs you should deffinately go for the TC. Like the spanish/germans/dutch/iroquios. They are gonna fuck you over in the 3rd age. And make sure you get their towers too.
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Post by boorules60 on Feb 6, 2007 23:13:15 GMT -4
The first thing you should always get is the barracks and stable of the other team so they can build any units to counter. After that, the TC and towers are top priorities. Minutemen can take on noob rushes but it gets a lot harder against people with real units that can take them out.
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Post by mrniceguy on Mar 26, 2007 23:31:48 GMT -4
early game (when i attack) i always go for the tc. then the hussars kill vills. i love seeing the minutemen come out because when they do, it means i won. i just hit melee on my jans and don't even worry about it. its hard for a minuteman to shoot my grens when they are being beaten up by jans and abus. then again i haven't dealt with the colonial militia card yet...
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Post by boorules60 on Mar 28, 2007 11:12:12 GMT -4
Nick, your first target for the rush should ALWAYS be the barracks... always. Then go after stables/artys and then the TC. You Only lose the rush if you lose your units... and if you sacrifice an entire army for a TC and he is still left with an army, you will probably still lose. If he can't produce any units, you won't be losing any!
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