![]() ![]() Melee units with higher armor ( Boyar, Teutonic Knight), with an attack bonus against Huskarls ( Jaguar Warrior, Cataphract, Samurai), or simply with high damage output ( Shotel Warrior, Leitis, Obuch (that can also destroy their high pierce armor by attacks), Urumi Swordsman) should generally be avoided. Generally, though, it is more cost-efficient and population-efficient to create Champions and Halberdiers to counter melee units. The Goths are able to field Huskarls very cheaply and rapidly, so they may still be able to overwhelm standard melee units (such as Paladins or Champions) by sheer numbers. With 0 base melee armor and relatively mediocre hit points, they are not recommended for any melee combat except possibly against other weak melee units (including Camel Riders, Light Cavalry, Halberdiers, and Eagle Warriors). This means that an opponent can amass a group of archers well before a Goth player has the opportunity to respond with Huskarls, and for this reason Elite Skirmishers will remain necessary against archers before the player can create a Castle. While Anarchy alleviates this by allowing Barracks to train Huskarls, the Goths still need a Castle for the technology. Their pierce armor, base bonus attack vs buildings and the Goth anti-building infantry civilization bonus means that Huskarls can destroy a Castle with minimal effort.Īs with every unique unit, they require a Castle to be created. This makes them one of the best raiding units in the game, and an absolute nightmare for archers (they even deal a large amount of bonus damage vs archers). Huskarls are infantry units that have decent attack and speed, but their biggest asset is their high base pierce armor. ![]()
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