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As for why this large, partly because cataphracts, most likely. Those really did not have any counter, since they were armoured, used the heavy infantry speed (so only light cavalry were faster), and their anti-anti-cavalry special hidden armour made them resistant to even pikes. Even now only halberds get enough anti-cavalry attack to actually pierce that special armour. (And maybe imperial camels, but those are broken in many other ways anyway).
But if you let somebody grab all the gold they need to grab an entire army of Paladins you shouldn't be able to stop them with a couple of halbs spammed out at your barracks-es as a last minute defense. That's currently the state with Halbs.
Same goes for Catas - if you're silly enough to let them build an entire population worth of Catas they should not be countered other than an entire population worth of good counters (not Halbs, since those are cheap infantry)
I get that in AoK halbediers didn't exist, and I can see why an upgrade was thought to be a good idea - except that Pikes have a +22 attack bonus anyway which is more than enough for a unit that is only good at mashing cavalry. Of course you need to pump out masses of them - they're cheap units & ones that don't cost gold (though on 75 pop trash wars were less common)
And Catas aren't impossible to counter without pikes. Sure, they're beastly - but that's the point of a UU, isn't it? Especially a fully upgraded UU? To be a powerful unit in some regard or other (a.k.a not Elephant Archers, which are hard countered by two trash units and soft countered by the third trash unit). If they come at you with a mega-army of Catas, you shouldn't be able to shrug it off with some Halbs you had loafing around.
This works even in single-player, as long as your ally does not plant a market right in your face. Granted, it is not as optimal as humans building markets at the opposing ends of a map.
So… massing tons of paladins is not a particularly difficult task, you only need some lumberjacks, a healthy amount of farmers, and many trade carts. Only in AoC they finally stopped being the ultimate go-to unit. Partly thanks to halberdiers. Heck, with these HD updates, they are even more downplayed thanks to some insane new units or civ bonuses.
Additionally, halbs are foot soldiers using foot soldier speed. hey are ment to be defensive, and with so many advantage on the offensive side (right now only Byzantines and Teutons can be considered defensive civilisations), the game needed something to break a wave of heavy cavalry crashing into them.
Plus, well, even if you play a cavalry civ, you either will hit and run or bring along something like hand canoneers against halberdiers. Not even Frank players use only paladins, they always bring along some axemen to get rid of the halbs.
I agree on one thing, that halbs with some civs are stupid. Japanese halbs can turn even elite war elephants into mincemeat in nanoseconds and Burmese ones just push through any defence with their additional +3 attack, that is plainly stupid. (At least Aztecs and their Garland Wars did stop at pikes.)
Also the Halbs are weak to a lot of other units. Although certain civ can justify a bulk of halbadiers for their army, most of the time they will be used defensively or support but judging on your story it appears you created a mono paladin army in which case i have question the valadity of your claim.
Are halbs OP? Imo only in thrash wars :p
BTW Cataphracts don't take extra damage from pikes. They do take half the extra damage of the halbs though
In open battle Crossbows will smash Knights in the Castle Age (you need a lot of crossbows - but they're cheaper than Knights), and HCs aren't ineffective in Imperial. Also some UUs are quite good against cavalry.
That's the point, that's the point - the knight-line is expensive and hard to kill. They should be able to brute force through many other units (and yes I've just detailed some non-pike ways they can be countered - if you have enough of basically anything you can beat a smaller amount of something) - to have something that stops them so easily is overpowered in my opinion.
True - Halbs suck against anything that isn't non-cavalry. Infantry mulch them, archers mulch them, they're just cannon fodder for siege - but they're cheap trash units, that's to be expected. Their low attack speed makes them even worse.
Very true. But consider the Arbalest case - that's only doing, what, ten damage a hit (base is 7 plus 3 attack bonus or something?) - which is still pretty large for range. Meanwhile those Halbs are dealing 30 damage a hit (and yes they do hit slowly) and there will be a lot of Halbs. HCs and Arbs are annoyingly expensive whilst Halbs are dirt cheap and yes that's in Gold price - I find even in team games 2v2 (human + human vs AI + AI) gold supply isn't unlimited while food and wood are easily gathered en masse. (Maybe that's because I'm not spamming enough Trade Carts early enough - I usually don't get more than 30 on a 200-pop game).
I genuinely don't understand why anyone would use Throwing Axemen. They're hard to train (being a UU), have cruddy damage, pathetic range (though that's not the point), and are soft-countered by a great deal of units.
HCs also underperform against infantry in my opinion - they just don't deal enough damage.
I get that cav needs a counter but it's just the idea that this counter is so darn cheap and so hard-hitting. That's why I went into detail of everything else - the countering is just much less drastic. But everything else does counter Halbediers..... but not to the extent that Halbs just massacre cavalry.
2.the nature of the game can be quite chaotic, making "theoretical" army formations/unit counters difficult to manage, , making technically difficult to use cavalry in a battle and not have a lot of them wiped out by spammed trash units.
2.a becasue of that, units that DO counter halbs, are countering them slowly, while halbs are able to counter cavalry/elepahnts very rapidly.
2.b. and example of "chaotic" theres no real controlls for units, like "hold maximum range" or "avoid type of unit", "priority target type of unit" etc... +the game speed, speed of units, rapidity of battles.
Basic infantry in general is overlooked by many, even though they are the ones who lack all kinds of hard counter and the last two form of them is strong enough to wash through any city. In the case of axes, they are great defensive units against any siege (similarly to woads) and they can get rid of any infantry handily. The counter of a 225W/225G bombard cannon can be a 60F/20G soldier. Or, heck, with the associated tech, a 50F villager. The counter to any expensive spiffy archer (except rattans) is a 35W/25F skirmisher that is cheap as hell to upgrade to elite. The counter to the 100G monk is a simple 80F scout.
This is the point of this rock-paper-scissors system, that there is not a single unit, not even the most expensive ones, which cannot be countered by a civ with less resources. The only exception used to be the war elephant, that needed monks.
This is why AoE2 remains a strategy game, because you cannot just faceroll an enemy by spamming one common unit type. This avoids the game to be a clicking speed contest like StarCraft, as even slow players can be successful. (DauT used to dominate the game for nearly a decade, and if you look at his recordings, his action/minute is like half of the Viper's.)
Except that Bombards suck against units in general, a villager will take enough time to kill a BBC such that you can send some backup, and ESkirms perform only decently against Arbalests - decently enough to make them a counter, but nothing spectacular.
Meanwhile Halbediers just murder cavalry. They're just such a devastating counter for a cheap spammable unit. That was the point of the long wall of text about other counters - no other counter is so absurdly devastating.
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Mangonels perform much better against siege (but worse against infantry), but Elite Throwing Axemen also don't perform very well against infantry because Champs & Halbs can be trained in far greater numbers due to being a common Barracks unit.... I just can't use Axemen, they die too easily to anything - cavalry, archers, siege (though my experience with them has been the Joan of Arc campaigns which are a nightmare anyway + some maps)
While basically everything does have an attack bonus against spearmen-line (archers, towers, skirms, CAs, militia-line) they are so massable and counter such expensive units with extraordinary ease. Furthermore, they counter cavalry A LOT quicker than anything counters Halbs - so by the time the Halbs are all dead there goes 3/4 of your nasty expensive cavalry while your opponent is just pumping out more cheap Halbs.
Halbs are a shield wall against heavy cavalry, like a fortified wall that can move. Nothing more. A semi-decent player can easily go around them as long as they can keep their own cavalry under control. Halbs are deadly when you send in the cavalry and try to rely on their AI choosing targets while pillaging a city. Then your cavalry is done for, yes.
(This is why base halberdiers, in themselves, alone, worth nothing against an elephant rush and why it is a terrible idea to ever let Persia boom and get 70 farms and 6 castles up, because they are the only thing which can actually turn impossible to beat unless you are an Aztec with a solid gold income.)