Garja wrote:The idea behind yabusame tho is to snipe art and recycle them as anticav. In that case their cost is justified. I think it's key to abuse their 18 range and also the instant 1.5 rof.
Yea it's the idea but in practice they get focused down by the infantry, and eventhough you can kill some infantry units with your ashis/yumis, you take some canon hits, so in the end you trade infantry for infantry, and yabusame for canons and more often than not it is uneffective.
I think it's entirely up to micro. Yabusame also have 50% rr so skirms don't punish them that hard. Aside from the trade itself the idea of going yabusame is to avoid ashi upgrade cost (including any ashi card) and also to counterbalance food depleting. Yumi-yabusame consume all resources roughly evenly which is perfect for prolonged trade play. And since vsing upped yumi often requires cannons (half of cav units in this game don't cut it with some anti to protect yumi) you then have anti cannon already. Last but not least I personally prefer having yabusame+clubs than ashi+club. It seems to me they complement themselves better. Ashi-yumi is easier solution tho and ashi have other perks.
yabusame are not effective anticav. I seem to remember their similar card required Yojimbo unit kicking ass tho. Cant remember how you get them, probably a merc card that isn't really worth it at high lvl play :(
jgals wrote:yabusame are not effective anticav. I seem to remember their similar card required Yojimbo unit kicking ass tho. Cant remember how you get them, probably a merc card that isn't really worth it at high lvl play :(