Personal Choice:I prefer Slingers to Archers because Slingers got smaller arc of fire(this means that they are more accurate) Slingers fire faster and have more ammo.If same priced Slingers and Archers fight slingers always win(maybe the only exception is cretans vs balearics) because of the missile block chance of the slingers.Archers Have the ability to rout units faster and they cause damage faster so if you think that you lack the micro to keep skirmishers alive go with Archers but if you think that your micro is good enough always go with Slingers. Slingers:Very Good Range,Low Damage,Low Missile Block Chance,elite slingers have the ability ''Quick Reload'' How to use them:Try to keep some ammo late game because they can rout units ez because they can stack flaming shot+whistling especially if you can reduce the enemy morale with the ''Warcry'' anility Wedge:Always use it when your melee cavalry is charging a shock cavalry because when you are in wedge less guys will be charged and the melee cav will be able to beat the shock cav or at least hold for a while.BUT don't use it in any other case.Īrchers:Skirmish units with medium ammo,medium damage,without any missile block chance but have the Heavy Shot,Flaming Shot,Whistling Shot abilities Rapid Advance:Never use it unless your units are very tired/exhausted Use the Whip:Use it only when your guys are tired or on strategist general because when headhunt ends your guys are only tired and when ''Use the Wip'' ends your guys are exhausted! Quick Reload:Always Use it,your skirms will rek everything with this ability on Precision Shot:Always Use it Its great because there is a bug that when you activate second precision shot your unit is fresh again Shield Screen:Kinda Like Shield wall but even more buggy Pike Wall:It sucks if you cant micro properly,it works like with chariots you just spam attack orders.But Pikes are always risky i dont recomment them if you dont have units that could tie down enemy units (like naked swords) Shield Wall:Shield Wall is kinda weird.Sometimes it helps other times not so much.There is a glitch in which your guys are turning their backs to the enemy so when you pop shield wall/hoplite wall click 1 attack order on the enemy unit.Keep in mind that with Shield Wall on you will probably kill less but survive for longer. Hoplite Wall:Hoplite Wall is beast,without it Hoplites will get absolutely rekt by Swords but with it they stand a chance and often beat swords.Always Use it on Hoplites but AFTER the combat has started and DISABLE Formation attack because if its on the hops will reform into a little blob and they will be rekt. Stampede:Stampede is only available to elephents so dont be afraid to lose it.Elephents just charge and try to get max kills before they die and the impact damage is more important than charge/melee attack/melee defence so exhaustion doesnt hurt elephants much.įrensied Charge:This ability sucks,its probably the weakest unit ability but using it right before an unit routs will make your unit UNBREAKABLE and this is insane :D Trample:Same as Headhunt,This ability is awesome but using it too reckless might lose you the battle. Headhunt:This ability is pretty good but don't use it too early because your guys will be tired and you will lose the combat.Also when you can always pop second wind after headhunt ends.įrensy:Frensy gives you bonus weapon damage and bonus charge,personally i always use frensy right before i charge.If you charge fierce swords into something like evocati without frensy you will get slaughtered,but if you activate frensy before charging you will probably kill like half of the unit.
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