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This tactic works if there is no defence. Stone wall puts a stop to their "speed". I am glad if fire lancers move in a blob, the bigger blob of fire lancers the better it is for me. This means less other big blob units that actually are a real threat.
Literally all you need is 1 (one) bombard to crack an opening, then ignore all the troops waiting for you inside, rush past them and snipe the landmarks.
This means either several layers of walls or make a point of walling in your landmarks specifically.
/typo
Ye, who doesnt know the legendary stone walls of Mongols or Rus
Edit: And lets not forget that chinese player can't built rams or any kind of siege unit, which makes stone walls the natural enemy of chinese players, right ;)
Not really.
1. Bring a single bombard and a bunch of any units, like spearmen, to make it look legit
2. Keep your fire lancer blob behind in the fog of war
3. Breach a single piece of wall
4. Rush the blob inside, passing by whatever army is waiting inside due to superior speed
5. Do your thing
A single piece of wall is everything what's needed, and you don't even need a bombard, ram or treb can achieve the same, especially if your enemy's caught off-guard. My point here - even walls do not offer a lot of protection on their own.
Pretty much this, yes. Rus can't counter this tactic at all w/o walls and Mongols' only chance is to pack and seek refuge behind teammate's walls - or ask him to build some.
And with how walls are weak (unless you're China yourself and enjoy those 9.1k hp walls) and siege is meta and widely available.
This only works in team games, obviously. In 1v1 China would be punished fast and hard for doing something like that.
Walls are only for defence purpose. A choice. Now, if you are a player without a game plan vs what civ you are up against. The result will be exactly as OP did describe in hen's original post. ;)
sry if my grammar are off. Using google translate
Alright, let me break it down to you.
1. 4v4 maps are huge, and it takes a lot of time to go from between your base to the enemy's base when you attack. This period of time makes you vulnerable. If you attacked while you're away, you simply won't be able to go back with your troops, you won't make it on time.
2. With Yuan speed bonus, Fire Lancers move faster than any cavalry of your own. Meaning you will have a hard time chasing them around while they do their thing of sniping landmarks.
3. Early warning with an outpost and such would do you little good, as you just won't have enough time to scramble a response with how fast this guys are.
Long story short, it is a combination of several factors that make Fire Lancers problematic in 4v4:
- huge maps
- excessive speed
- excessive damage to buildings
You are 4 vs 4. And yes, any kind of warning give you heads up that something are about to happen or at least someone is sniffing around that area, gota to pay attention or the ♥♥♥♥ will hit the fence quickly, as you have experienced in 4 vs 4.
Anyways, as i told in my first post. "My 2 cents of this "tactic"
-
There are players who are so freaking fast at mico their units it is scary :). gota practise more.
There is factually nothing well played about this. Just had another game like that on Boulder Bay. I walled up the approach to land sacred site as English, and my teammate French wrecked any incoming rams with his knights.
As a response, they built a wonder and when we moved to attack China sailed a fire lancer blob to our shores. Then he proceeded to snipe French's landmarks and he was out in less than a minute.
What were we supposed to do? Wall off the coast entirely? Cover the huge 8 player map in walls? Even some cannon towers I placed along the coast were ineffective.
Unless this gets adressed I can see China banned in team games because of this nonsense.