Post by boorules60 on Jan 28, 2007 15:49:13 GMT -4
Here's the new game:
Over the past year and a half, we've tried to come up with the most power combination of units to kick people's ass. Some combinations are effective early game, other late game. You get the basic idea but the whole point of all these combinations is that each civ can specialize in what they do best. So my challenge to you is to find the OVERALL BEST two-unit combo that would be the most effective at taking out ANY counter that it might face. Please keep in mind the following things when you make you decision.
*Countering units... you must have a decent counter to heavy and light inf and cav as well as artillery. Your combo must be able to effectively stop all types of units. Range is a plus sometimes...
*Seige... obviously, if it's going to take 25 minutes to kill a factory or a wall, your combo loses it's effectiveness big time.
*Speed... you gotta love those cannons but boy are they slow motherfuckers. If the other army can just hit and run, and eat away at you, you still lose.
*Cost... what Tim and I found the other game was that even if you have positive kill ratios for the entire game, losing expensive units quickly really sucks your economy dry. Cost-effectiveness is a plus.
*Population... speaks for itself. Powerful units are nice, but cost effectiveness is always important.
*Build speed... the Aztecs have TON of uber-powerful units, but what does it matter if it takes 30 seconds to replenish them? This may also include WHEN you can start building the units.
Possible combos -
Ruyter/Bombard: Counters almost everything easily and has very decent range. It loses a bit on speed, and a LOT on build speed and cost effectiveness. Also can't be built until 4th age.
Jaguar/Lancer: This is a new one I came up with that has OK siege and counters EVERY type of unit in the game very well. Although it's speed is OK, those two units aren't cheap and the build speed isn't great.
Rifle Rider/Horse Arty: Speed and siege are enormous on these ones, and the range is an added plus. However, the build speed again just sucks and they can't really stop light cavalry well. Also pretty expensive and cost a ton of pop each.
French Pony/Cassadore: Counters almost everything pretty well except maybe other heavy cavalry and has good speed. Again siege and build speed are a big weakness, and it would be tough to use them cost-effectively.
Janassary/Genadier: Yay, our original classic. They have a huge advantage in seige, 2nd age attacks, and countering all types of early units, but late game they get pwnd by cannons and even light cavalry. Expense is a bit of an issue too, especially for laggy economies!
Share some ideas of your own!
Over the past year and a half, we've tried to come up with the most power combination of units to kick people's ass. Some combinations are effective early game, other late game. You get the basic idea but the whole point of all these combinations is that each civ can specialize in what they do best. So my challenge to you is to find the OVERALL BEST two-unit combo that would be the most effective at taking out ANY counter that it might face. Please keep in mind the following things when you make you decision.
*Countering units... you must have a decent counter to heavy and light inf and cav as well as artillery. Your combo must be able to effectively stop all types of units. Range is a plus sometimes...
*Seige... obviously, if it's going to take 25 minutes to kill a factory or a wall, your combo loses it's effectiveness big time.
*Speed... you gotta love those cannons but boy are they slow motherfuckers. If the other army can just hit and run, and eat away at you, you still lose.
*Cost... what Tim and I found the other game was that even if you have positive kill ratios for the entire game, losing expensive units quickly really sucks your economy dry. Cost-effectiveness is a plus.
*Population... speaks for itself. Powerful units are nice, but cost effectiveness is always important.
*Build speed... the Aztecs have TON of uber-powerful units, but what does it matter if it takes 30 seconds to replenish them? This may also include WHEN you can start building the units.
Possible combos -
Ruyter/Bombard: Counters almost everything easily and has very decent range. It loses a bit on speed, and a LOT on build speed and cost effectiveness. Also can't be built until 4th age.
Jaguar/Lancer: This is a new one I came up with that has OK siege and counters EVERY type of unit in the game very well. Although it's speed is OK, those two units aren't cheap and the build speed isn't great.
Rifle Rider/Horse Arty: Speed and siege are enormous on these ones, and the range is an added plus. However, the build speed again just sucks and they can't really stop light cavalry well. Also pretty expensive and cost a ton of pop each.
French Pony/Cassadore: Counters almost everything pretty well except maybe other heavy cavalry and has good speed. Again siege and build speed are a big weakness, and it would be tough to use them cost-effectively.
Janassary/Genadier: Yay, our original classic. They have a huge advantage in seige, 2nd age attacks, and countering all types of early units, but late game they get pwnd by cannons and even light cavalry. Expense is a bit of an issue too, especially for laggy economies!
Share some ideas of your own!