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They have the best feudual scout rush in the game. The problem is it is predictible and easily piked away.
The Magyar too have the best early map control with one shoting the dangerouse wildlife this makes forwarding and territory control in your favor.
There are plenty of conversations on this in the forums.
Good luck.
Thank you, will look into it
The problem comes when you face a dedicated anti-cavalry civilisation.
I had my game and it went really well, fended off plumed archers and teutonic knights with ease. Eventually they realised that Halberdiers existed and I slowly got destroyed, as I didn't have a proper counter for them. Would the only real counter be trash infantry of my own?
Also, a nice, healthy onager shot does wonders when foot soldiers are clamped around an area.
Man-at-arms/scout + tower rush = The free blacksmith upgrades plus the ability to 1 hit ko wolves makes the Magyar tower rush not exactly exceptional but atleast pretty consistent. Man-at-arms/scouts can take on the melee units that tries to melee down the towers while the tower provides control and can take care of archers, incase you use scout becarefull of spearmen. Going to this route is also a smooth transition when going to the castle age in order to build a castle. Add in archers/skirms if you want to get greedy. While this does cripple your economy by commiting villagers to stone, in theory a well place tower will hurt your opponnent more, especially if you control important resources such as gold and stone.
-If you're really up for it, you can try to go for a dark age rush, building 3 militias and attack with them with the startin scout in the dark age to deny stone in the order to prevent your opponnent from building their own towers.
Archers + skirms = While nothing exceptional, the upgrades will allow you to make an easier transition cavalry archers in the castle age. You will also be using less food making it slightly less hurtfull when progressing towards the castle age, alternatively you can create scouts for an all-in feudal rush are cheaper under Magyar.
Scout rush = Mostly a raiding force so hit and run is important in this aspect. You may want to create archers and skirms to support the scouts. This strategy will make a transition into knight in castle easier
- For all the stategies above you can delay the blacksmith since the Magyar civ bonus even without blacksmith in order to spend wood elsewhere although it's recommended to get a blacksmith eventually to get the other upgrades
Castle age:
Knights = At first glance the Magyar Knights may appear pretty average but because they have +2 attack from the start, you can upgrade fully upgrade those knights far sooner than other civs. This is rather significant since pikemen is a somewhat costly upgrades while the Magyar knights are even more powerfull from the start and with bloodlines + blacksmith def upgrades they can go deep into enemy economies while mostly shrugging off most projectiles. Even after the early castles, fully upgraded knights are force to be reckoned with.
Cavalry archers = Only recommended if your micro is on par. Cav archers are really inefficient stats-wise without upgrades so your micro really needs to make up for it. These pair nicely with the light cav/Mag.Huszar since it's an even distribution of cost on your economy but using this strat requires hit-and-run tactics since on castle age atleast it's not great brute-force wise. Prioritize thumb ring for dps or balistics if your opponnent micros his/her army.
- For all the strategies above, use siege to put more pressure and/or deal with archers and create monks to deal with Elephants unless you want to micro for days (besides, stealing an elephant is a big power flip).
Imperial age:
It's pretty blurry from here on out but access to fully upgraded paladins. heavy cav. archers along with halbs, skirms, siege and light cav should give you the tools to handle any opponnent army composition
Unless your opponnent uses a monk army, use Magyar Huszar over Hussar simply due to the sheer strength of the Magyar Huszar (for its cost anyways). Heavy cavalry especially becomes promising with +1 damage and range, allowing you to attack from a longer range.
In the late-imperial where gold runs out..... well do i really have to say something about this???
Further notes:
- Halbediers will be a serious issue, if you're using Heavy cavalry archers then prioritize Parthian shot over chemistry. You may also use elite skirmishers but you need large number of before they fight halbs effectively.
- If thrash units are a problem and/or missile resistant units like eagle warriors and Huskarls then Champion can be an effective anwser despite the lack of the final infantry upgrade.
- If you expect to hold an area for a long time instead of hit-and-run then there's no shame to go for arbalest over heavy cavalry archers since Arbalest are also fully upgraded and outranges requires less upgrades to be effective. Especially if you're going to garrison into castles.
- The Magyar defences are pretty weak, either have a mobile army to make up for it or pressure your opponnents continiously which the Magyars excel in.
M@a rush is also good, but it's hardly ever clear cut 'you should do this with this civ'. It's a combination of multiple factors. I highly recommend not taking not taking the civ charasteristics too seriously and practice strategies, not civilizations. Scout rush into archers, m@a flush, etc are some strats to learn. Until ~1800 voobly level (2200+ HD) civs don't really make a big difference.
I admit I gave a way to simple answer to the OPs question. I could have sprouted meta trade arguments, but i I didn't want to get into writing it out again. It is why I said there are plenty of discussions in the post (For them to use that search bar and look around).
I agree with your post though (stuff I very much understand), it is good for fleshing out the very water downed answer I provided and exploring more mechnical and pacing things for them to reflecton on with every civ.