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Bir çeviri sorunu bildirin
They are very powerful when you get both logistics and range, which wouldn't take much time. Then they can move one tile (on flat land), shoot twice with range of three and move back one tile. So, a group of promoted Horse Archers can kill anything from 4 tiles away and get away with it. Only thing to fight against them (used by human) is using Horseman/Knight.
Downside is that they are glass cannons, so any unit at the medieval era can kill them at first hit and they need a spotter, I prefer Horseman with Sentry promotion, it can be used to conquer cities too. Battering Rams are nice, but they are way too slow and can't act as a spotter, so optimum strategy is to have combined spotter/city conquerer.
On my last game with the Huns I conquered all 7 enemy civs in just 128 turns, using only four Horse Archers and two Battering Rams. I was too fast and didn't have time to get some Horsemen, so I continued with my Battering Rams to the end. By the end my Horse Archers were super killers, having Logistics, Range, March and Cover promotions.They would been nice Knights if I would have needed to upgrade them. Btw, that was an Immortal level game.
Keshiks and Camel Archers are better units, but... with Horse Archers you can win the game before those are even available.
Good call. Look forward to giving them a go. I guess they come out with 2 promotions with Barracks? Range not so important when you got the manoevarabilty, so I'd for Logistics first.
I go often 50/50 with those promotions, two HA's with each one if I have my usual four ranged units in my army. Logistics gives two attacks and hence more xp per turn, helping getting Range faster, but... HA's are very fragile, so they can't go directly against cities with garrison, especially against composite bowmen. Quite often there is no room to go back-and-forth with logistics (bad terrain) and avoid city/CB fire doing so, making 3 range HA's really good and can save your day. Anyway, it doesn't take very long time that every HA in the main army has both of those promotions.
Chu-ko-nu keep the two shots forever, just as Longbowmen keep their bonus range forever. It means they're the only civs that usually have a use for gatlings--the Chinese ones probably have the bonus range by now, as well.
As a side note, this is one reason Keshik's are so brilliant--5 movement means you can maneuver in any terrain. It is a shame the mongols are otherwise lackluster... I enjoy their scenario, though.
I'll have to check this out next time. I had little use for them in the game I played after I took the small continent I was on. I can't say for certain they lost the 2 shots on promotion. I can say for certain, that Logistics was offered as a promotion - which would seem pointless, if they were keeping their 2 shots. Unlike Longbows, where Range shows the same as Range promotion - the 2 shots do not show as the Logistics promotion(obviously, or it wouldn't be offered).
Yes, you can uselessly select logistics. But almost every special unit keeps all its abilities when upgraded. Destroyers can capture ships if upgraded from privateers, and Great War Infantry heal when killing enemy units if upgraded from Jaguar Warriors.
Impi are a bit of an exception, losing their spear throw but keeping any earned special promotions. I think part of it is that they techically replace pikemen but upgrade to riflemen.
The Danish Berserker UU is quite strong (21 combat strength and 3 movement points), but map dependent and needs ranged back-up - getting Steel tech units at Metal Casting and trebs to go with them on a maritime map is quite fun.
Byzantium's two UUs aren't super strong, but you get them very early on and can thus get a ton of experience, before you have to upgrade them - and if you are among the first to get a religion, you can design a very powerful path towards a domination victory. No matter the difficulty level, it involves having a very high faith output which is quite situational, but when it happens, it's hilarious to play as Theodora.
Morocco's Berber Cavalry is quite nasty on the Sandstorm map; Sweden's Carolean starts with the March promotion; Austria's Hussars have 5 movement points and a flanking bonus; Russia's Cossacks deal death to wounded units; the American Minutemen ignore terrain penalties and have +1 sight, and Korea's Turtle Ships are ridiculous when used on the offence.
Oh, with regards to the Danes I forgot to mention: it's the only civ which has two UU's where the early one gets promoted to the later - the problem is that the Norwegian Ski Infantry (Rifling tech) has 2 movement points and a very niche promotional use in snow and tundra, so depending on your Berserker promotion path you might end up losing a movement point - hence, to make the most of the Danes, play them on the Ice Age or Tilted Axis map, but other water maps are still viable options.
Finally - if you aren't already doing it - I will recommend playing this game on Epic game pace, because you'll have your UU for a longer period of time before having to upgrade them. IMO, it makes the game experience more satisfying ...
Poland's Winged Hussars. Heavy Charge is a nasty skill when you promote the Hussar all the way up to the Helicopter Gunship. With Blitz/Logistics, March/Repair, and extended firing range you can have an 8-move, 3-shot (5 range) anti-GDR unit that can shove enemies all the way back to their own territory while pillaging everything on the way. I've cleared entire continents with 3 Hussar Gunships and a GDR on deity.
Thanks for all the comments, I will try most - if not all of these . Pretty sure my favourite will always be England though.
Having played almost exclusively as England since I started playing 6 months ago, I'm enjoying trying out a few other Civs.