NR 60
- harcha
- Gendarme
- Posts: 5136
- Joined: Jul 2, 2015
- ESO: hatamoto_samurai
Re: NR 60
you could just check that out yourself
POC wrote:Also I most likely know a whole lot more than you.
POC wrote:Also as an objective third party, and near 100% accuracy of giving correct information, I would say my opinions are more reliable than yours.
- [TLDT]Amsterda
- Dragoon
- Posts: 364
- Joined: Aug 18, 2019
- ESO: Amsterda
Re: NR 60
Spoilers, still 2 shots.
- juicyfruit1268
- Skirmisher
- Posts: 105
- Joined: Jun 6, 2015
- ESO: Torie
Re: NR 60
The French artillery damage card has a few effects, which I'd argue are quite nice
1. If your opponent has enough team artillery hp cards stacked to 3 shot culverins (India, Ottoman, Portugal), your 25% culverin damage guarantees that you can still 2 shot the culverins.
2. It allows mortars able to be 2 shot, while without the damage increase sometimes mortars take 3 culverin shots to kill depending on artillery hp cards.
3. Horse artillery can 2 shot culverins (depending on artillery hp cards again) if they are in range, as well as doing more damage to infantry.
4. The 25% culverin damage is also great against Indian siege elephants, but France vs India is quite one sided that it shouldn't matter.
Overall I'd say it's worth using the 25% damage increase to culverins and horse artillery.
1. If your opponent has enough team artillery hp cards stacked to 3 shot culverins (India, Ottoman, Portugal), your 25% culverin damage guarantees that you can still 2 shot the culverins.
2. It allows mortars able to be 2 shot, while without the damage increase sometimes mortars take 3 culverin shots to kill depending on artillery hp cards.
3. Horse artillery can 2 shot culverins (depending on artillery hp cards again) if they are in range, as well as doing more damage to infantry.
4. The 25% culverin damage is also great against Indian siege elephants, but France vs India is quite one sided that it shouldn't matter.
Overall I'd say it's worth using the 25% damage increase to culverins and horse artillery.
- [TLDT]Amsterda
- Dragoon
- Posts: 364
- Joined: Aug 18, 2019
- ESO: Amsterda
Re: NR 60
4 is more applicable to treaty patch though since they're light cav on re.juicyfruit1268 wrote:The French artillery damage card has a few effects, which I'd argue are quite nice
1. If your opponent has enough team artillery hp cards stacked to 3 shot culverins (India, Ottoman, Portugal), your 25% culverin damage guarantees that you can still 2 shot the culverins.
2. It allows mortars able to be 2 shot, while without the damage increase sometimes mortars take 3 culverin shots to kill depending on artillery hp cards.
3. Horse artillery can 2 shot culverins (depending on artillery hp cards again) if they are in range, as well as doing more damage to infantry.
4. The 25% culverin damage is also great against Indian siege elephants, but France vs India is quite one sided that it shouldn't matter.
Overall I'd say it's worth using the 25% damage increase to culverins and horse artillery.
- juicyfruit1268
- Skirmisher
- Posts: 105
- Joined: Jun 6, 2015
- ESO: Torie
Re: NR 60
On treaty patch 25% damage to culv, falc horse art, and heavy cannon was changed to 25% falconet damage, so I'd say it isn't particularly relevant to treaty patch.[TLDT]Amsterda wrote:4 is more applicable to treaty patch though since they're light cav on re.juicyfruit1268 wrote:The French artillery damage card has a few effects, which I'd argue are quite nice
1. If your opponent has enough team artillery hp cards stacked to 3 shot culverins (India, Ottoman, Portugal), your 25% culverin damage guarantees that you can still 2 shot the culverins.
2. It allows mortars able to be 2 shot, while without the damage increase sometimes mortars take 3 culverin shots to kill depending on artillery hp cards.
3. Horse artillery can 2 shot culverins (depending on artillery hp cards again) if they are in range, as well as doing more damage to infantry.
4. The 25% culverin damage is also great against Indian siege elephants, but France vs India is quite one sided that it shouldn't matter.
Overall I'd say it's worth using the 25% damage increase to culverins and horse artillery.
- [TLDT]Amsterda
- Dragoon
- Posts: 364
- Joined: Aug 18, 2019
- ESO: Amsterda
Re: NR 60
I guess, I assumed it worked for culvs since I don't really see culvs being made vs siege ele on re. Do you make culvs vs siege ele? I used to but stopped.juicyfruit1268 wrote:On treaty patch 25% damage to culv, falc horse art, and heavy cannon was changed to 25% falconet damage, so I'd say it isn't particularly relevant to treaty patch.[TLDT]Amsterda wrote:4 is more applicable to treaty patch though since they're light cav on re.juicyfruit1268 wrote:The French artillery damage card has a few effects, which I'd argue are quite nice
1. If your opponent has enough team artillery hp cards stacked to 3 shot culverins (India, Ottoman, Portugal), your 25% culverin damage guarantees that you can still 2 shot the culverins.
2. It allows mortars able to be 2 shot, while without the damage increase sometimes mortars take 3 culverin shots to kill depending on artillery hp cards.
3. Horse artillery can 2 shot culverins (depending on artillery hp cards again) if they are in range, as well as doing more damage to infantry.
4. The 25% culverin damage is also great against Indian siege elephants, but France vs India is quite one sided that it shouldn't matter.
Overall I'd say it's worth using the 25% damage increase to culverins and horse artillery.
- juicyfruit1268
- Skirmisher
- Posts: 105
- Joined: Jun 6, 2015
- ESO: Torie
Re: NR 60
Honestly on RE you can do whatever you want with France vs India and you would still win easily. Considering siege elephants are countered by gendamres, voltigeurs, dragoons, and culverins, take forever to train, don't kill artillery fast enough, are super expensive, and take a ton of population, I think you've got plenty of options of countering siege elephants that isn't culverin.[TLDT]Amsterda wrote:I guess, I assumed it worked for culvs since I don't really see culvs being made vs siege ele on re. Do you make culvs vs siege ele? I used to but stopped.juicyfruit1268 wrote:On treaty patch 25% damage to culv, falc horse art, and heavy cannon was changed to 25% falconet damage, so I'd say it isn't particularly relevant to treaty patch.Show hidden quotes
Re: NR 60
Ok. And why most players dont use gold cards as french?
I have to switch vills to gold after 20 min fight or even less. When my teammates trade with me then its later.
But a game can last for two hours or longer, so you have an eco disadvantage. So why no gold cards?
I have to switch vills to gold after 20 min fight or even less. When my teammates trade with me then its later.
But a game can last for two hours or longer, so you have an eco disadvantage. So why no gold cards?
- [TLDT]Amsterda
- Dragoon
- Posts: 364
- Joined: Aug 18, 2019
- ESO: Amsterda
Re: NR 60
It should last longer than 20 minutes of fighting, what score do you get at 60 and how long before do you trade? The reason for the lack of gold cards is mostly to add native cards and hurons. If you're playing a France mirror and notice your opponent doesn't have plant cards you can try playing passive and drawing the game out to get an advantage.Indstec wrote:Ok. And why most players dont use gold cards as french?
I have to switch vills to gold after 20 min fight or even less. When my teammates trade with me then its later.
But a game can last for two hours or longer, so you have an eco disadvantage. So why no gold cards?
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