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I certainly agree that there are better T3 choices, and you'll get no argument from me about the power of melee units and counterattacks. I was thinking more along the lines of catapult vs horse archer for an open T3 slot, which is what your previous post sounded like it was comparing. That said, I do think there are still some situations where a catapult can be very advantageous, such as taking out low HP but high damage units (e.g. elves, magicians, warlocks, etc) from across the battlefield.

Also, I'm not familiar with the specifics of the charge mechanic that you mentioned, so if you have more time at some point I wouldn't mind hearing more about that.
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DarrkPhoenix: I was thinking more along the lines of catapult vs horse archer for an open T3 slot, which is what your previous post sounded like it was comparing. That said, I do think there are still some situations where a catapult can be very advantageous, such as taking out low HP but high damage units (e.g. elves, magicians, warlocks, etc) from across the battlefield.

Also, I'm not familiar with the specifics of the charge mechanic that you mentioned, so if you have more time at some point I wouldn't mind hearing more about that.
Usage of ranged units in Eador basically limited to Strategist class due to his +6 ranged damage bonus(+4 speciality, +2 ranged tactic commander's skill) . He can use ranged weapon himself, so just give him crossbow and let him kill armored targets. Due to pathfinding horse archers can move freely through any terrain and kill low hp and high damage units on their own. Abuse spider for holding last unit and revive losses. If you would attack magicians with catapult - they can cast fireball, and you can stuck for ages with unit which eats 100+ gold per turn and deal half of listed damage.

For comparison, mechanical units in New horizons mod got their cost and wage halved, got undead perks (no stamina loss, hp loss doesn't matter), got T1 repairman, repair spells... and they are still very unpopular.

Charge - counts distance between initial and final positions after attack command, module added as damage(should be done as one command, use control+click for horse archers). So, horse archer which moves for 4 hexes for attack would deal 4 damage regardless of target armour, own penalties(still deal damage with 1 hp), blind, phantom armour, and so on.
Post edited September 17, 2013 by Gremlion
Interesting. I had assumed that charge acted as some kind of small multiplier of base damage. Quite useful to know that it does a set amount of damage which bypasses armor.
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kalirion: Edit: here's the kind of thing I'm talking about.
Small show off :)
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Post edited September 23, 2013 by Gremlion
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kalirion: Edit: here's the kind of thing I'm talking about.
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Gremlion: Smal show off :)
Heh, nice - I lost a @lvl 25 solo Warrior to one of those encounters due to insufficient Resistance...

But then I had him, or perhaps his buddy, successfully conquer a province defended by 4 Giants and 5 cyclopses (or was that 4 Giants and 5 Ogres? I forget...) Of course this was on Skilled difficulty, may not have been able to survive on Expert.

BTW, on my current shard (which I completely messed up the very beginning of and actually reverted three or four times to avoid having to click next turn over and over to afford revive cost) I finally got some T4 units. War Elephants are crazy! Before I beat the shard, I should also grow me some Treants just to see what they're like in my own army :)

This is also the shard where "Expert" Ooum (sp?) was defeated by a "Competent" Local Lord whose Archer (low 20s) then proceeded to kill my second Warrior (low then mid 20s) twice! You'd think I'd be more careful about when to use Quick-combat after the first time... And the second loss cost me the Hammer of the Creator :(. Note to self: the -3 speed Legendary armor, while excellent for many cases, is not the best way to handle Archer heroes.
Post edited September 17, 2013 by kalirion
Say what you want about Ballistas, but that's the one that cost my Warrior his life here...
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I would bet on slinger - he probably had armor piercing.
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Gremlion: I would bet on slinger - he probably had armor piercing.
Nah, I noticed the Ballista doing a lot of damage, pretty sure slinger was in single digits even with double shot.

I think my main issue was lack of floating/flying/hill knowledge, near the end I was in a corner unable to make it to the ranged units and the commander in time.

Also towards the end I ran low on Stamina and had to switch from the 40% blood sucker sword to the hammer of creation, and the 20% blood sucker ring was just not enough by itself.

Next attempt at Champion Arena, with a full load of green recruits this time, put me up against a Mage (or some other Wizard hybrid) who put the warrior under 10 turns of Blindness - needless to say, that battle was much shorter.

So yeah, still haven't been able to beat a Champion arena with a Warrior, and none of my other heroes ever compare.

Maybe I'll get a full Dragon set one day, and come up against a Mage :)


I actually find it pretty funny how arenas are always so full of super armies which could easily take over the shard if they just bothered to venture out sometime. Doesn't quite make sense, story wise, does it.
Post edited September 19, 2013 by kalirion