Mitoe wrote:Musketeer-type units are overrated!
I have found attack moving sex sepoy very effective tactic
Mitoe wrote:Musketeer-type units are overrated!
somppukunkku wrote:This is not a fucking discogame.
lordraphael wrote:howlingwolfpaw wrote:ERK get up to 16 range with card. But im not configuring range into account because thats primarily for group of unit scenarios. If you walk 1 musket up to a skirm and fire the skrim gets off the first 1-2 hits then musket attacks, same for the ERK. after so many hits each would theoretically die even though the muskets will always die first. So basically because a skirm has like 100 less HP than a ERK it dies quicker than a ERk, even to musket fire.
Skirms can kite ERK dont. Skirms deal way better with HI than ERK.
howlingwolfpaw wrote: I am not talking about kiting I am talking about a heads up fight
howlingwolfpaw wrote:lordraphael wrote:howlingwolfpaw wrote:ERK get up to 16 range with card. But im not configuring range into account because thats primarily for group of unit scenarios. If you walk 1 musket up to a skirm and fire the skrim gets off the first 1-2 hits then musket attacks, same for the ERK. after so many hits each would theoretically die even though the muskets will always die first. So basically because a skirm has like 100 less HP than a ERK it dies quicker than a ERk, even to musket fire.
Skirms can kite ERK dont. Skirms deal way better with HI than ERK.
Yes I have said and agree skirms are better as a hard counter to Muskets. But effectively they are similar in how much damage they can do to muskets. Skirms just do that damage faster but have shorter life spans. Skirms do have the added bonus of more range. I am not talking about kiting I am talking about a heads up fight, ERK have a very short if any load animation. ERK are also considerably faster than skirms. ERK can fulfill that role in a sense that they so remarkably well vs HI for being a light inf unit.
Anyway this is pointless. It was just a mute argument about how inf like jans get ragged on for having a weaker melee attack vs cav, yet also survive longer to deal out more hits.
somppukunkku wrote:This is not a fucking discogame.
forgrin wrote:They are strong in early/mid colonial and in some other niche situations, but overall they're still a musk unit. Something to consider is that ashi, tomo, jan, and musk (for several civs) have upgrade cards in colonial for these units, while India only has Brit Consulate HP, meaning that most other musks catch up in cost effectiveness.
So yeah, they are the strongest base musket unit, but with upgrade cards less so and their unit typing makes them less relevant as the game goes on (especially in age 3+, where skirms destroy them).
Darwin_ wrote:meh
Musketeers are shit in fortress and mid-game most of the time because the standard age 3 skirm/goon hard counters them with micro. However in age 2, musks are probably the best unit-type. This is also true in lategame situations, especially so if you can upgrade them a little bit. Musks really only weakness is micro. They do have a lot of "hard" counter units, but if the musks can force a static engagement (which albeit is quite hard/rare in a fortress setting) they are so versatile and cost-effective that they don't do that poorly versus really anything.
And to your last point, if you say that musks are used mainly because they don't take much micro, then why don't we see high-level players going xbow/pike or xbow/huss?
howlingwolfpaw wrote:ERK get up to 16 range with card. But im not configuring range into account because thats primarily for group of unit scenarios. If you walk 1 musket up to a skirm and fire the skrim gets off the first 1-2 hits then musket attacks, same for the ERK. after so many hits each would theoretically die even though the muskets will always die first. So basically because a skirm has like 100 less HP than a ERK it dies quicker than a ERk, even to musket fire.
umeu wrote:Hazza54321 wrote:because sepoy are the most broken age 2 unit after abus
maybe so but abus are most broken age2 unit only after bow riders, yumi and 3 hussar first.
Mitoe wrote:Musketeer-type units are overrated!
somppukunkku wrote:This is not a fucking discogame.
Courtesy of the semi-FF meta. Remember ASFP?Mitoe wrote:Musketeer-type units are overrated!
umeu wrote:howlingwolfpaw wrote:ERK get up to 16 range with card. But im not configuring range into account because thats primarily for group of unit scenarios. If you walk 1 musket up to a skirm and fire the skrim gets off the first 1-2 hits then musket attacks, same for the ERK. after so many hits each would theoretically die even though the muskets will always die first. So basically because a skirm has like 100 less HP than a ERK it dies quicker than a ERk, even to musket fire.
You cant just ignore range, its a dominating factor. Only speed is more dominating.
Garja wrote:They are far better than muskets objectively. 40hp for 15f and 2 attack for 5g is a good deal. Also it is a disruptive advantage because of break points (e.g. TC needs 3 shots as someone pointed out) and because upgrades stack up on high base stats.
Sepoy are very much like old ashigaru except for speed.
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