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Mounts not healing does sound like a bug however.
The addition of mounts has been a strong buff to the viability of heavy cavalry and light non-sacred cavalry. It is only light sacred cavalry that's worse off.
Some chariots are also off worse.
The Mushussu Charioteer is probably the worst. You have a 1 turn limited recruitment unit that does perform a lot worse thanks to the increased independent army sizes and instead of having two shapes you now just get half off of your 1 a turn recruitment.
So actually getting an impactful number to expand with them is not really viable anymore like it was in Dom 5. At leat in my experience.
That behavior even clashes with their own descirption that states that each Mushussu has multiple Charioteer with it that just get replaced after battle, which is no longer the case. Instead the Mushussu, which is care for a by a whole retinue, just goes home alone.
For the TNN line Glamour elf mages, part of what I like about it is that it encourages fluffing; for example Eriu's Milesian Mages can buff Ironskin and Mistform onto their Sidhe Lords, and with those buffs an ungeared Sidhe Lord with just a reinvigoration bless can take the Capital PD I tested it on. Feels interesting at least. TNN can do similar fluffing with Bean Sidhe.
I find the mages like the Sauromatia Witch King that come with an ultra low MR mount to be a lot more annoying as a setup.
I wanted to add that the mount system's "return to home" mechanic also field very weird on foreign recruit cavalry like LA TC; getting a rebate in the random province you made a unit it feels weird; why would the rider walk all the way there when he could just get a horse where he is? And it's logistically annoying.
Definitely agree the Mussushu chariots don't feel modeled well, and that it just feels cheesy that someone casting Wind of Death at your army of 100 sacred cavalry will in some cases not kill many riders, but will kill all the horses and thus send the entire army home at the end of the month... Which costs a prohibitive amount of holy points to correct.
This was proposed on another thread, but I think a cool answer would be for dismounted units to just be infantry rather than sent home, but to have an "extra mounts" or "extra riders" stat a la scar souls. If the unit is dismounted at the end of a battle, it spends one such point and gets a fresh mount. Points for mundane mounts can be replaced by extra recpoints in a province, just like how rusty weapons recover.
I would call it a sidegrade for heavy sacred cavalry, who weren't exactly struggling in Dom 5 (Knights of the Chalice, and Movarc'h Knights come to mind as extremely good heavy cavalry in Dom 5). They weren't as often maxing out their defenses, but it was still a big part of their power that you were essentially trying to smack through 35+ prot on a 15 defense unit, and while it takes two kills to kill one cavalry, both kills are significantly easier now to get just on the base unit.
A 20 prot 10 defense Destrier that a Knight of the Chalice is riding is significantly easier to kill than it used to be, even though they have twice as much HP as a human, simply because of that massive protection loss: A hit that would have only tickled the unit in Dom 5 now instantly slaughters that poor horse. And once they are dismounted 12 defense and 19 protection with a shield is comically anemic for a 50 gold unit.
Also Bloodrush is significantly worse for mounted sacreds, which was a big hit because it further pushed the defense score up and was very synergistic with lance charges.
If your layering a lot of defenses that help the horse (like regen, for example), then they come out a bit ahead (Though now the rider is a weakpoint in some ways, not the mount), but they now require more support than they usually did.
Light sacred Cavalry were absolutely devastated of course, and those included some of the best units in the entire game (Windriders and Van, for example), but that nerf was almost certainly very intentional. I would still call the overall system a net loss for all sacred cavalry though, unless I am missing some interaction of course, and I have noticed a lot more attrition to my Cavalry overall than in Dom 5.
The true value for blood surge was specifically for cavalry-like units, like White Centaurs, who had a lance charge but didn't have the division between rider and mount attacks. For actual cavalry... I mean I guess if you had re-usable light lances, like Oiorpata's, it buffed up your repel checks, but there honestly aren't many of those, and even less on sacreds.
In Dom 5, the Vanir nations were a real favourite for me, I must have played 40+ mp games across the whole line, I've now played a 6 games trying out different approaches with them in Dom 6 and my opinion is that the sum of changes from 5 have totally devastated the ability to use Vans and Helhirding. In 5 they were units that lived on pretty tight margins; they don't have much protection/hp and they don't do much damage, they were all-in on bless, defense stacking and glamour to survive and be useful, even then there were many threat vectors that could handle them from the very early game (webs/melds/tramplers/berserkers/tarpits).
Now Dominions 6 has opened up many new threat vectors for the van cavalry;
- the bless system has become much less friendly in terms of options to shore up weaknesses (resistances, strength and stats are all far costlier to acquire).
- while before the rider could absorb missile with their shield, the fay horse is extremely vulnerable to archery fire, a few archers can trivially kill or rout a fay horse.
- you might consider buffing them with air shield/mistform but research required for these prohibits using vans/helhiridng to expand, once the research comes up it is extremely mage intensive to apply the buffs to even a modest force of cavalry. And path costs mean that you essentially require a Vanjarl to do this, a 440 gold mage is necessary for these units to be functional. Once you reach high levels of tech you can start to do this, but if you can't rely on them for 40 turns why would you bother?
- losing the mount loses the sacred, its extremely immersion-breaking to believe that the riders would abandon the army and wander off alone (especially since they usually die before they get home). The Van nations generally have a focus on elite ground troops, can dismounted sacreds not simply join the shield wall? The discount on recruitment is also simply irrelevant, saving a marginal amount of gold even recruiting 10 replacements a turn.
There just isn't much of a reason to make these cavalry any more in my opinion, or to make builds that focus on them. They just don't really have anything particularly special to them that makes up for the huge difficulty in keeping both units alive and mounted. All of the old vulnerabilities remain, and they have not become better in other ways, a strict and severe downgrade. It frustrates me immensely that the soul and fun of these nations has been ripped out and replaced with getting humbled by every local peasant with a short bow.
Just paralyzing or sleeping a horse automatically dismounts the rider, and for that one battle it's fair enough - the riders still get to fight. They just disappear afterwards if the battle went long enough for the horse to wake up and run. It's a really lame way to have your army whittled down, the discount is little comfort when you gotta still get them to the front again and for sacreds, holy points are still the restricting factor.