![]() It's a mobile tank like the War Elephant, but significantly cheaper (110 f, 80 g, vs. It has been compared unfavorably to the Cavalry Archer however, I think the more apt comparison is to the War Elephant. The Indians' true juggernaut is its other unique unit, the Elephant Archer. However, having to upgrade camels twice in Imperial Age will cost a pretty penny, and take a significant amount of time as well. 55 f, 85 g), and can be built at the stables. Plus, the Imperial Camel is cheaper than the Mameluke (55 f, 60 g vs. ![]() By the Imperial Age, the Imperial Camel indeed is not quite the anti-cavalry juggernaut that the Mameluke is, but it's *easily* the second-best anti-cavalry unit in the game. The Indian camel is the strongest of any civ in the Castle Age, with its free civ-bonus armor that can be stacked upon any existing upgrades. I always love a good civ that has good camels, given the popularity of knight rushes in Castle Age, Hussars in Late Imperial, and mounted units in general. They do seem kind of like a mix of the Saracens (camels), Turks (gunpowder), and Persians (elephants), not quite as strong as each of those civs in their respective areas, but with the versatility of having a bit of it all. I love all the "Middle Eastern" flavor civs and the Indians fit that mold, getting access to superior camels and a great tech tree. I beg to differ! Indians are probably the new civ that I'm most excited about. The advantage of Imp Camels is they come from Stables and not Castles. Imperial Camels (best anti cavalry unit in the game) Imperial Camels mess up Cavalry and Siege. Bombard Cannons mess up buildings and Siege. Hand Cannoneers screw up Halbs who get close but don't have to be within Arbalest range to do it so they can attack Halbs getting close to Elephants. ![]() In pitched battles, you send your Elephant Archers first and enemy ranged units using patrol attack them first. 5 Arbalests kill a War Wagon in :50 seconds (who admittedly can hit and run the Arbalests). It takes Elephant Archers 1:16 to kill 5 Arbalests. But not Paladins they die after 180 ESkirm shots. Elephant Archers must stand their ground.ġ23 Cavalry Archer arrows or 123 Elite Skirmisher javelins.Ĥ1 Hand Cannoneer shots (who fire very slowly).īut ESkirms counter EArchers. War Wagon is way faster than the Elephant Archer, and all non-cavalry units so it can hit and run well. War Wagons DO have +2 attack over the Elephant Archer BUT they fire at a significantly slower rate and have an awkward reloading time so offensively they are equal. If Camels took normal damage from defensive building fire, then they'd be golden.Įlephant Archers similar to War Wagons but there is a difference: Elephant Archers trade speed for HP. I agree with you, Imp Camels can't form your main army. Imp Camels are also slightly faster and can kill Mangudai okay, and they are cheaper at 55 Food and 60 Gold vs 60f and 75g. Imp Camel attacks Fully Upgraded Paladins: 7 hits to dieįU non-Byzantine Heavy Camel attack FU Paladin: 8.įU Paladin attacks FU non-Byzantine Heavy Camels: 10 hitsīuilding damage is equal but Imp Camels are shredded by Castle and Town Center fire so they are not as good for raiding eco. Imp Camels are *supposed* to replace Knights while also beat them. They have a very strong combination late game thanks to the power of their Elephant Archers. Indians are supposed to be a weird late game civ. They're extremely vulnerable to pikes as they don't do bonus damage against them, and don't even have the damage of other unique archers like Mangudai/War Wagons. The Elephant Archer is also a weird unit: a Cavalry Archer lacking what makes CAs so good (the hit and run ability). It'd be more useful to make Shatagni apply some sort of bonus to their Bombard Cannons, and give them a siege nishe. Sultan is useful enough, but Shatagni is an odd tech which compliments a unit that the Indians might not want to use, as they lack the final armour upgrade and +1 range isn't all that useful anyway given their poor accuracy at range. The lack of Knights makes their CA options extremely limited, their fishing bonus is useless since any map with an abundance of shoe fish will have water expanses, on which you would be using fishing ships anyway. I have some other issues with the Indians. They've got very poor siege though, which is a problem. They've also got a very strong economy, especially when they reach Imperial Age with those 40 food villagers. They get Arbalests (with Thumb Ring and Bracer), Hand Cannoneers, H Cav Archers, Champions, Halbediers, Imperial Camels (best anti cavalry unit in the game) and Hussars. Looking over their tech tree, one thing that stands out is that they've got a very strong unit composition.
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