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Post by thebritish »

Everybody are saying that this civ. is so OP, but i have played few games with them and iddnt noticed anything special.
They dont seem as OP civ. except that they are complicated to play with.
Is it because of their tomahawks who can defend from horses or what?
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Post by Durokan »

thebritish wrote:Everybody are saying that this civ. is so OP, but i have played few games with them and iddnt noticed anything special.
They dont seem as OP civ. except that they are complicated to play with.
Is it because of their tomahawks who can defend from horses or what?

Fast age, tomahawk big button, 4 kanya, aenna spam, free building at start of the game and on all age up politicians, including fast age. This means you can fast age, build a forward warhut with the travois, train 5 tomahawk/aenna, big button, ship 4 kanya/tomahawk and rush your opponent at 4:45. Nobody likes 15+ units in their base at 4:45, almost a minute before a traditional samwise build will have 10 units. They also have a very strong semi-ff and naked ff. They can also rush you while eco booming behind it. They have too much map control, and are just too versatile and strong.

Edit: Aenna only cost food, and as such are incredibly easy to macro, and gather quickly.
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Post by britishmusketeer »

They get a free early tp, a 4 min age up, a free war hut, good military shipments (4 kanya is insane) ,insane War chief that boosts hp all all nearby units as well as an OP crackshot and the fact that as the game goes into late colonial there power doesn't drop off due to having so many upgrades. Tomahawks are actually a weak point of iro due to having an awkward attack animation as well as having inferior stats to all other musketeer type units.
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Post by chronique »

Iro is strong becouse he take the map control fastly. Contain your adversair = end of game obliviously.
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Post by adderbrain5 »

A usual I disagree with everything everyone said about iroqois. Let's start with tomohawk. I actually prefer them to musket as they are much better vs cav. Costing wood instead of gold means you can save your mines for aging and other stuff. Also there are generally trees close to TC so you don't worry about mines getting raided.
Yea Iroqois gets a free TP... When there is a trade route. Treasure collection suffers though due to that. As for the free building I almost always make a house. 100 wood yippee( for them 125). Their starting crates aren't great and by the way they only start with 5vils. They don't have any good anticav later on and their Eco can be hard to manage. Like you said they are complicated. In my opinion they are op because of their rush, but that's easily countered if you take the necessary precautions . CLonial militia, age with tower tuetonic town center partial wall build in TC range etc. if he goes all in he's fucked after his rush fails. Iroquois politicians are good but not amazing. They suck on water, and don't have the sioux extra wood card which they really should for all their wood units. Their gold gathering is worst in the game other than sioux and wood gathering is just standard despite dependence on it more than any civ but India
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Post by zoom »

"Complicated" isn't one of the first 263 words I'd use to describe Iroquois.
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Post by zoom »

britishmusketeer wrote:
adderbrain5 wrote:A usual I disagree with everything everyone said about iroqois. Lets start with tomohawk. I actually prefer them to musket as they are much better vs cav. Costing wood instead of gold means you can save your mines for aging and other stuff. Also there are generally trees close to TC so you dont worry about mines getting raided.
Yea Iroqois gets a free TP... When there is a trade route. Treasure collection suffers though due to that. As for the free building I almost always make a house. 100 wood yippee( for them 125). Their starting crates arent great and by the way they only start with 5vils. They dont have any good anticav later on and their Eco can be hard to manage. Like you said they are complicated. In my opinion they are op because of their rush, but thats easily countered if you take the necessary precautions . CLonial militia, age with tower tuetonic town center partial wall build in TC range etc. if he goes all in hes fucked after his rush fails. Iroquois politicians are good but not amazing. They suck on water, and dont have the sioux extra wood card which they really should for all their wood units. Their gold gathering is worst in the game other than sioux and wood gathering is just standard despite dependence on it more than any civ but India
Tomahawks do 10*4 vs cav in melee = 40 damage. Musketeers do 13*3=39 damage vs cav in melee. Having 1 extra damage vs cav doesnt make up for the fact that they have 4 less attack and a slow animation.
Tomahawks do 14x3 = 42 damage against cavalry in melee.
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Post by adderbrain5 »

Pli? war dance war and 3 upgrade cards. More than any musk civ has age 2 also I think they might be faster than musk and their pathing is way better in my experience on melee
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Post by britishmusketeer »

zoom wrote:
britishmusketeer wrote:Tomahawks do 10*4 vs cav in melee = 40 damage. Musketeers do 13*3=39 damage vs cav in melee. Having 1 extra damage vs cav doesnt make up for the fact that they have 4 less attack and a slow animation.
Tomahawks do 14x3 = 42 damage against cavalry in melee.
Oh I was looking at the wiki page which I guess must be outdated.
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Post by chronique »

Unit iro are not the pb, the pb is, too fast and takes all ressource (mousket > toma with no upgrade).
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Post by Durokan »

Iirc tomahawks have a multiplier against cav at range, but i dont remember what it is. Mb 1.5 or 2?
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Post by Jaeger »

durokan wrote:Iirc tomahawks have a multiplier against cav at range, but i dont remember what it is. Mb 1.5 or 2?
I think that''s only the tomahawk that you get from treasure, having this for normal tomahawks woud be insane, it''s like goons in age 2 for iro
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Post by Jaeger »

adderbrain5 wrote:A usual I disagree with everything everyone said about iroqois. Let''s start with tomohawk. I actually prefer them to musket as they are much better vs cav. Costing wood instead of gold means you can save your mines for aging and other stuff. Also there are generally trees close to TC so you don''t worry about mines getting raided.
Yea Iroqois gets a free TP... When there is a trade route. Treasure collection suffers though due to that. As for the free building I almost always make a house. 100 wood yippee( for them 125). Their starting crates aren''t great and by the way they only start with 5vils. They don''t have any good anticav later on and their Eco can be hard to manage. Like you said they are complicated. In my opinion they are op because of their rush, but that''s easily countered if you take the necessary precautions . CLonial militia, age with tower tuetonic town center partial wall build in TC range etc. if he goes all in he''s fucked after his rush fails. Iroquois politicians are good but not amazing. They suck on water, and don''t have the sioux extra wood card which they really should for all their wood units. Their gold gathering is worst in the game other than sioux and wood gathering is just standard despite dependence on it more than any civ but India
Want to play :D? Me iro and you any other civ with colonial militia, teotunic TC, w/e
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Post by Durokan »

ovi12 wrote:
durokan wrote:Iirc tomahawks have a multiplier against cav at range, but i dont remember what it is. Mb 1.5 or 2?
I think thats only the tomahawk that you get from treasure, having this for normal tomahawks woud be insane, its like goons in age 2 for iro

yeah, maybe. Ill test it when i get home tomorrow. Expect results then. Ill find which tomahawks do that if it isnt iro.
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Post by princeofkabul »

Guys guys, just listen to our iro gold medalist! If he says iro ain't op he has to be right, right?
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Post by Papist »

adderbrain5 wrote:A usual I disagree with everything everyone said about iroqois. Let''s start with tomohawk. I actually prefer them to musket as they are much better vs cav. Costing wood instead of gold means you can save your mines for aging and other stuff. Also there are generally trees close to TC so you don''t worry about mines getting raided.
Yea Iroqois gets a free TP... When there is a trade route. Treasure collection suffers though due to that. As for the free building I almost always make a house. 100 wood yippee( for them 125). Their starting crates aren''t great and by the way they only start with 5vils. They don''t have any good anticav later on and their Eco can be hard to manage. Like you said they are complicated. In my opinion they are op because of their rush, but that''s easily countered if you take the necessary precautions . CLonial militia, age with tower tuetonic town center partial wall build in TC range etc. if he goes all in he''s fucked after his rush fails. Iroquois politicians are good but not amazing. They suck on water, and don''t have the sioux extra wood card which they really should for all their wood units. Their gold gathering is worst in the game other than sioux and wood gathering is just standard despite dependence on it more than any civ but India
As usual, you don''t know what you''re talking about. Their eco is incredibly easy to manage. One simply puts the majority of vils on food, a couple on wood, ships crates and boom - you have an army. And colonial militia is not going to beat Iro. All Iro has to do is contain the enemy and slowly mass up enough toma for a base takedown (Town destroyer makes this easy). Or they can just age up and ship rams.

The gold thing doesn''t matter when Iro can simply ship a 600 gold crate. Their wood costs are fairly normal and they have access to good cards in age 2 (Iro woodworking can get them age 4 upgrades in age 2) s wood is rarely a problem either.
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Post by Mr_Bramboy »

adderbrain5 wrote:They don''t have any good anticav later on
What? Industrial tomahawks with both colonial upgrades are one of the best anticav in the game.
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Post by Hazza54321 »

musket riders are very good too
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Post by Einfein »

They age incredibly quickly and can pressure most civs before they have a chance to finish aging and establish any kind of proper map control. If they can't end the game early they can play the contain game and eventually starve their opponent of resources and win that way. They have access to good shipments, units and can FF. There are very few things in the game they can't do well imho.
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Post by momuuu »

It seems like iro just have more than other civs at any point in the game, and that they can pull off a strong timing at any point in the game.
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Post by zoom »

hazza54321 wrote:musket riders are very good too
They are yeah. Without any scaling, they''re a fair bit better than Dragoons even, surprisingly enough...
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Post by deleted_user0 »

zoom wrote:
britishmusketeer wrote:Tomahawks do 10*4 vs cav in melee?= 40 damage. Musketeers do 13*3=39 damage vs cav in melee. Having 1 extra damage vs cav doesnt make up for the fact that they have 4 less attack and a slow animation.
Tomahawks do 14x3 = 42 damage against cavalry in melee.



Eh? Im pretty sure tomas got x4 vs cav. Or was that ashi?
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Post by Jaeger »

umeu wrote:
zoom wrote:Tomahawks do 14x3 = 42 damage against cavalry in melee.

Eh? Im pretty sure tomas got x4 vs cav. Or was that ashi?
I think ashi actually get x2
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Post by momuuu »

What does it matter if you basically always have ten twice as many tomas as necessary. And twice as much of every other unit.
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Post by deleted_user0 »

ovi12 wrote:
umeu wrote:Eh? Im pretty sure tomas got x4 vs cav. Or was that ashi?
I think ashi actually get x2



No thats jans

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