![]() ![]() The Boyar is an insane shock trooper that is incredibly hard to put down if your opponent isn't ready for it. Originally posted by mickeyjim2:The Boyar is an insane shock trooper that is incredibly hard to put down if your opponent isn't ready for it.Pray tell how an opponent would not be ready for a unit that can only be made in Castles? It will also die 1x1 vs Heavy Camel if not Elite!īut the most amusing thing is, it even dies to those units you've put as the Worst! Yes, it dies to Organ Guns, Ballista Elephants and Flaming Camels. Worse still, this civ has a terrible economy and both the Elite upgrade and Logistica cost a fortune, making it the most expensive unit to upgrade in the entire game and without Elite Cataphract, just a normal 2-2 Cataphract is only slightly gold efficient vs fully upgraded Aztec Eagle Warrior and will die easily 1v1 vs Elite Teutonic Knight. Also dies vs heavy Cavalry and cannot raid. Cataphract, they're fast, strong, counters melee and has bonus defenses against their natural counters.Dies miserably vs any archer civ, even vs Skirmishers in large numbers dies quite quickly. Berbers, Byzantines and especially Indians with Imperial Camels will ROFLSTOMP them. ![]() Ironically, Camels are good vs them as they deal no bonus damage to them. Mameluke, they can counter pretty much anything in equal numbers.Will die miserably vs anything with high piercing damage that is not Cav: ChuKoNu, Genoese Crossbowman, Heavy Scorpions from Khmer, Celts, Chinese, Longbowmen, Imperial Skirmishers, etc. ![]() They aren't weak, or even bad - just not particularly noteworthy compared to the more specialized unique units. heavy cav), but as you mentioned before, with Druzhina Harberdiers of their own, neutral trades like that are kind of redundant.īoyars are good mobile tanks and are powerful, but I don't quite see how they do much more than adequately supplement the Slav's excellent infantry and discounted, upgradable siege. ![]() That is 32 bonus damage from Halberdiers, and 18 bonus damage from Heavy Camels, which slice through the Boyar's maximum 9 armor very effectively.īoyars trade very favorably against units that would normally be neutral trades (heavy cav vs. Unlike the Cataphracts, which get a hidden bonus of nullifying 10 damage from anti-cavalry bonuses from pikes and camels, Boyars take the full bonus damage. The Boyar is very powerful and not very expensive to upgrade, but I listed them here because their hardened armor barely helps at all against the units that counter all cavalry already. Originally posted by Matthew:Why is Boyar on here? I like Jaguar Warriors, but they're not especially powerful in post-Imperial Age, and don't often get to enjoy favorable engagements with their infantry bonus damage because it isn't often that most opponents will want throw infantry against Aztecs to begin with. Jaguar Warriors are great against Goths, Vikings, and Japanese, but even the other two American civilizations have their own hard counter to Jaguar Warriors without cavalry in the form of Plumed Archers and Slingers (and their own health and armor boosted Eagle Warriors to the attack boosted Aztec ones). The Aztecs have the relic gold bonus to help with that, but this thread is indented to look at unique units on their own not as a civilization strategy overview or match-up comparisons. Even light cavalry would trade decently against the two in a 1v1 to starve out gold. Originally posted by mickeyjim2:It can be quite difficult to take on an Aztec army of Eagles and Jaguar Warriors since they cover each others weaknesses. Only particularly good against what is arguably the weakest unit class in the game: heavy infantry. Its defining strength (high melee armor) does little to mitigate the massive bonus damage from its main melee counters - Harberdiers and Heavy Camel Riders. A completely redundant alternative to Rattan Archers, the proper Vietnamese unique unit which does everything they do, better, and with none of the weaknesses. A cavalry archer, with none of the benefits of a cavalry archer. Extremely vulnerable to trash units and conversion middling damage output, expensive, and slow. Lots of upgrades in long matches, and easier to amass due to Kreposts. Powerful, versatile, and cannot be hard-countered by any single unit. Fast-moving (for infantry), ignores damage from and slaughters ranged units, and can be pumped out extremely fast. Very powerful and mobile raiding unit in early Castle Age with few/no upgrades, and evolves into a fairly tanky combat unit later on. Which unique units do you believe are the best and worst? Why? ![]()
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