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They also do have upgrades from both the tech tree and the Lord skills so you can improve upon them. But most importantly like the rest of Cathay's army they benefit the most from when you the player allow them to harmonize with ranged units. Finding the right synergy of what units to pair them and dropping spells when it is needed really makes the difference.
https://www.youtube.com/watch?v=UIMwLxglN3E
Meh, not really as they are actual creatures of Chinese Myths just like the Pegasus is for the Greeks. But Tariffs jokes are usually ♥♥♥♥ anyway.
Personally I don't see a great need for them as your ground-based cavalry is generally sufficient to deal with enemy artillery. That being said, they do look awesome. I personally wouldn't mind drastically lowering their power, cutting their cost way down, and moving them to tier 3. Basically super beefy harpies rather than lackluster doomknights / overpriced pegasussies.
Longma riders are NOT supposed to be a power projection unit. Cathay is dpendent on Harmony bonuses, so you have to get a slow moving wall of troops, so that Cavalry is only there to make sure they do not get shot to pieces by things they cannot realistically fight back against.
They filled their role well but I would not want more than 2 of them in that army and I would not accuse them of being cost effective.
Edit: also great for taking out ranged units in siege battles but I had to babysit them as the towers hit them hard and I didn't have reliable healing in my main army.
Cathay has no issues with flying units. It's bows, crossbow, guns can clear the skies easily.
Crane gunners rip air units with clear line of sight.
The only real role of Longma is against dangerous enemy artillery where Cathay lack range to counter well.
They can bypass enemy ground forces, and get on top of artillery better than other options.
When it comes to fighting enemy air units sure you can shoot at them but Longmas can directly engage and intercept enemy air units in the sky so they don't get close to your ranged troops. If you also happen to bring Sky Junks or Sky Laterns they can mean the difference between life and death for the crews aboard as they can directly protect those balloons.
I heavily disagree with only being good vs enemy artillery part as they can still be great for doing those rear / flanking charges for hammer and anvil or as I mentioned being able to go after regular ranged units which they can do better compared to Jade Lancers due to being in the air.
One of their main strengths I would say is how versatile they can be in responding to different threats from the air or ground or during sieges or regular land battles.
Flying Casters, with vortex spells, will rip through your tight lines (only way to keep Harmony, otherwise you are fighting at a disadvantage), long before Crossbows and Crane Guns can bring them down.
You have to use Longma, or a Dragon, to stop that, and you only get one Dragon per faction, 2 at most if you confederate.
Going to +1 this, they are a decent, if expensive, Jack of all Trades unit. If you are looking for one specific role chances are Cathay has another unit to do it better and or cheaper.
Cathay does have some great ranged units but at least for me, on the current patch, ranged targeting is unreliable. I'm playing woodelves right now and cannot wait till I can start recruiting treemen so I do not have to worry so much about babysitting my archers while they decide weather or not they want to shoot.