rsy wrote:@Aizamk are chakrams viable on maps with udasi natives after u get the range upgrade? I think it is like +4 range and los
Sinking 600 resources into increasing 10 range to 14 isn't a great improvement. Maybe decent for an actual grenadier, but not a self-professed "Good against infantry and buildings" with 15 siege...
How?? The Iro Lacrosse upgrade takes 1200 resources to pay off only 2 range for infantry units. +4 range, just for 450 res for chakram seems to work out well. Also they are cheap, so 15 siege doesn't matter...I hope my statement is correct, please correct it if you have to, @Aizamk
rsy wrote:@Aizamk are chakrams viable on maps with udasi natives after u get the range upgrade? I think it is like +4 range and los
Sinking 600 resources into increasing 10 range to 14 isn't a great improvement. Maybe decent for an actual grenadier, but not a self-professed "Good against infantry and buildings" with 15 siege...
rsy wrote:@Aizamk are chakrams viable on maps with udasi natives after u get the range upgrade? I think it is like +4 range and los
Sinking 600 resources into increasing 10 range to 14 isn't a great improvement. Maybe decent for an actual grenadier, but not a self-professed "Good against infantry and buildings" with 15 siege...
just checked on the wiki it says its actually 200 resources for the upgrade. did it get nerfed or something?
nah lol, the upgrade that takes 200 resources increases explorer HP, The +4 range for chakrams exactly takes 450 res (225 f, 225 g)
+2 range means you have some units going from 20 to 22 range, which would allow them to outrange even genitours. Plus it affects even more than only one niche unit, which when going from 10 to 14 range means absolutely nothing. Even so the +2 range upgrade isn't one you would normally see in a supremacy game ever. It's just not useful enough compared to more tangible upgrades (for its cost, that is).
The point with siege is that it's supposed to be a grenadier type unit according to the description, and it clearly isn't.
Could somebody verify that the 'Army of the Pure' upgrade in Native udasi TP's takes 225 f, 225 g? I have PC in a bad condition, so I couldn't verify it.
And @Aizamk I understand what you mean, But it seems that with that upgrade, They seem to do well against infantry better than grenadiers with 1.5X and 14 range. Who wouldn't like a grenadier that does well vs infantry and bad vs buildings?
The first card depending on the map is either mountain warrior, 300w or heavenly kami. You age up with the shrine and gather the resources required to go to age3. The shipments in age 2 are 600g and 600w. Use the wood to make a consulate and a barracks. Ally with spain. Age up with the shogunate. Use your export to get tercios. Ship flamming arrows. To your daymo and play like spain from here on using military shipments to keep up the pressure.
Flamming arrows aren't as good as falconets, but their range is arguably good. The Spanish FF is quite faster, so you can get things early on with super fast shipments, if you do this with japan, it's too slow and risky. If you're going to directly ally with Spain, then you're missing a lot of things that will prove useful later on. This build is like if you lose your daiymo, it's gg totally. Yamabushis are better than tericos.
Well the pro site of this bo is that you can ship 4 flaming arrows instead of only 2 falcs and you can even send light infantry shipments which spain lacks. You dont make a consulate in age 1 dont forget that you use that wood for a tp. You also have to concider that allying with spain grants you more exp income (maybe even faster shipment reinforcing time (but i am not sure about that though)). The pace of the build is pretty much dependent on treasures and how many villagers you use to build the wonder.
Edit: Pr 19 me was almost able to beat a pr 28 dutch using this bo. But my pikemen were completly out of position.
No, it doesn't do the shipments go faster until you have the 'Merchant Marine' upgrade in the cons. Spain takes 27% lesser XP rate to get their shipment. Comparing this to the cons buff that gives 0.8 XP trickle is not good. @Aizamk Lord will explain this clearly.
I would also like to see the dutch naked petard ff vs. spain Here is the bo:
first age: 3 villagers, tower age up transition: gather mostly food and some wood, build a tp in transition secound age: 700 gold, 700w age up fast, build your tower in forward position third age: ship 6 petards and kill his tc + an additional house from here on you could either go for 9 ruyters or 1000w wood to get your banks down.
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
japanesegeneral wrote:A bank is too slow you want to kill an unguarded tc
Could you just think something practical?? How can a TC be unguarded?? You're just sending off petards without the knowledge of what your opponent is doing. You think that he doesn't have any troops to defend him from those 6 petards? Ever heard of minutemen? They have bonus damage against siege units which is petards. 6 minutemen should have killed all of the petards before they blow themselves up.
japanesegeneral wrote:third age: ship 6 petards and kill his tc + an additional house from here on you could either go for 9 ruyters or 1000w wood to get your banks down.
For what are those 9 ruyters popping up??
Without an early bank, Dutch's eco is insignificant. Bank is what makes Dutch to call themselves 'Dutch'
He just assumes, IMO correctly, that Spain goes for their regular naked-FF agenda. The idea sounds nice, though those Minutemen are indeed concerning Plus perhaps a tower.
japanesegeneral wrote:A bank is too slow you want to kill an unguarded tc
Could you just think something practical?? How can a TC be unguarded?? You're just sending off petards without the knowledge of what your opponent is doing. You think that he doesn't have any troops to defend him from those 6 petards? Ever heard of minutemen? They have bonus damage against siege units which is petards. 6 minutemen should have killed all of the petards before they blow themselves up.
japanesegeneral wrote:third age: ship 6 petards and kill his tc + an additional house from here on you could either go for 9 ruyters or 1000w wood to get your banks down.
For what are those 9 ruyters popping up??
Without an early bank, Dutch's eco is insignificant. Bank Jerom is what makes Dutch to call themselves 'Dutch'
its a cheese, maybe they wont have the gold for the mm, try to annoy him with the explorer and envoy, poking his stuff right before the petards come from the other way it could work xD
You obviously scout what he does aswell if he has a scary number of units start with 9 ruyter shipment. Minutenmen are no serious problem. Even if you loose one petard you still get to siege his tc down. But as i said before i have not lost a single petard yet. Just poke with envoy and explorer.
japanesegeneral wrote:I have not yet lost a petard even though i tried this like 10 times.
That doesn't have to necessarily prove anything
TC + Outpost both have a big LOS, which means that they can spot your petards soon and call Minutemen in time. But indeed, something I didn't think about was whether the Spaniard has gathered resources to call them before it's too late...