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For Samurai, a great use is when combined with a unit you already intend to fight at longer ranges with, like archers and cannons. I used them as the front line for Lysander's squad with a mid row of gunners and 2 cannons, and I'll be honest, he became stronger than even my nephilhiem units.
Gunners are great for shredding armor for your other units to take advantage of. Even without their upgrades, they are still strong units that only have the weakness of one attack per round until you invest in the proper tech tree.
Dragoons are, like you said, gunners on horses. This makes them great for cavalry squads. As part of a cavalry charge, they can shred any pesky armor that can stop your melee cav. And when they are upgraded to become light cav? Now you can add ambush potential to the mix.
Cannons turn enemy squads into paste before the rest of the squad even gets their first attack, even unupgraded
In my experience (Captain),
Crossbowman: I like it more than archer types, they are good vs armored units. While archers vs light.
My only complain here is that there is no upgrade (warbow archers).
Cavalry: in general archiving a "charge" is hard, due often enemies as you said have pikes or have more movement range.
I don't know what trait cavaliers/knights have but they certainly could use a buff. Like having extra damage based on armor stat and/or changing charge mechanic to me stacked for each square.
I have a unit of 4 knights + 1 Hospitalier and "charged" archers they with 2 attacks only killed front liners.
That said, my "most" successful squad is Diana's so far (c.12). 1 Paladin + Valkyria + Priestess + Siren + swordfighter.
They benefit from the mixed squad tech, plus light/heavy armor + tech related to priestess/paladin + Diana broken.
Personally I didnt like light cav in WARLORD Permadeath because getting a charge or ambush are situationnal and the lower hp and armor make them pretty dependant on placement. Where classic Cavalier can fight pretty much anything as melee soldiers on horse...and only rifle canon or mage spam can stop them effectively.
Also tech give them so much extra stats.
Samourai is nice for a almost full ranged squad to be able to resist melee 3samourai 5 archer 1 healer.
Ranger very strong once you get 2/3 of them in a squad the almost garanted crit with the crossbow can easily oneshot heavy infantery or a mage hidding in the back, still require crossbow improvement tech to really shine.
Compared to swordwomen or assasin they truly hit super hard on first hit and okaish on second but have mostly the same power as them vs anything except super ligth armor unit where their crossbow wont shine but low armor units usually are so squishie they will still die. Also they dont require hard to get ressources or stats so its prety easy to make a ranged squad, or replace loses.
Rogue/assasin can help vs rifle mages and other squishies hidding in the back but require to be 3+ to work consistently. but they are quite hard to level since they require so much skill...
rifle= mages with different ressources...
they both alpha very hard and hit first once you get the tech.
rifle only seem to truly coumbo with skill and more HP so fighter seem to be a better choice.
For other units they were all okay except maybe skirmisher and swordfighter that even on attack tend to take way too much damages.
Crossbow are early-mid game anti heavy infantery unit and later on a very good ambush units, light infantery tend to lack anti armor and a line of crossbow can really help in that domain also they only require a bit of iron (not obsidian like warbow or pyrocite like rifles)