Rikikipu wrote: There are only 3 civs out of 14 which can in theory have enough pop space to make outlaws build, but in practice it's only viable for one civ with 2 or 3 outlaw types.
Just send 700w?
Rikikipu wrote: There are only 3 civs out of 14 which can in theory have enough pop space to make outlaws build, but in practice it's only viable for one civ with 2 or 3 outlaw types.
Aizamk wrote:Rikikipu wrote: There are only 3 civs out of 14 which can in theory have enough pop space to make outlaws build, but in practice it's only viable for one civ with 2 or 3 outlaw types.
Just send 700w?
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 ..
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 ..
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 ..
Hazza54321 wrote:no i mean making mercs from saloon and shipping 9 uhlans rather than merc combat for 3 units first
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 ..
dansil92 wrote:Pistoleros are actually surprisingly strong but the pop space is killer. The civs that can make use of them most effectively are germany (duh), china, and sioux. I have a build with china where i make pistoleros and cossacks from the consulate, which when combined with diciples makes for a pretty strong musk-huss type composition and has the element of surprise from actual strong colonial play out of china. I was planning on posting the build sometime- takes advantage of a few china perks. Germany can use that house card and doesn't have musks so they are especially usefull. Sioux can ship 10 Pistoleros for 500 coin which can be a very strong power spike. Combined with axe riders and your warchief speed aura, maybe even some teepees it can give you access to some really good siege in colonial. Dutch can make use of pistoleros if they are gonna be stuck in colonial but you have to build a lot of houses- alternatively Comanchero + dutch skirms age 2 has potential. The repentance/dance hall card reduces pistoleros to 3 pop, which is something to consider.
Renegados are really really good but the animation is awful. The wiki suggests that britain can use them by combining dance hall and the saloon upgrade to make them only 2 pop and make up for a lack of skirmishers but I personally think it would never be worthwhile. Technically though since britain has lots of population space very early it is possible that a saloon build would be possible, but I have never tried it personally. Since britain gets pretty strong units age 2 (as opposed to dutch, china, germany) i would say it would be more for the lolz.
Best mercenaries are Jaegers, Highlanders, and Mamelukes. Black Riders are strong but have a very low fire rate and have melee resist intead of ranged resist. Germany can send improved mercenaries and team cav attack + arsenal upgrade to bring them up to insane stats. Same with hackapells- germany can abuse cards and arsenal to make them very strong, dutch & russia have cav combat + arsenal but probably not worthwhile.
Fusiliers are a good unit too but the cost is very high. They are unique in that they have a very strong multiplier against light infantry at range making them potent counters to Aztec erk coy combo, and rattan shields should you ever encounter them.
Barbary corsair is probably the worst mercenary in almost any situation. Germany might be able to abuse them with speed upgrades and improved mercenaries but i think they would still be terrible.
Has anyone ever got team cav attack+ improved mercenaries + arsenal mamelukes? I would be interested to see those in action
Iron troops are absolutely amazing units against everything but heavy cav. This is unfortunate because china is the only civ that can get them and china doesn't have any decent anti cav. Team games however, where someone can make goons/ruyt/erk, they could be worthwhile as they actually beat skirmishers, and melt musketeers (this is true of flamethrowers too, another unique china unit made useless because of china's trash anticav)
TNT333 wrote:dansil92 wrote:Pistoleros are actually surprisingly strong but the pop space is killer. The civs that can make use of them most effectively are germany (duh), china, and sioux. I have a build with china where i make pistoleros and cossacks from the consulate, which when combined with diciples makes for a pretty strong musk-huss type composition and has the element of surprise from actual strong colonial play out of china. I was planning on posting the build sometime- takes advantage of a few china perks. Germany can use that house card and doesn't have musks so they are especially usefull. Sioux can ship 10 Pistoleros for 500 coin which can be a very strong power spike. Combined with axe riders and your warchief speed aura, maybe even some teepees it can give you access to some really good siege in colonial. Dutch can make use of pistoleros if they are gonna be stuck in colonial but you have to build a lot of houses- alternatively Comanchero + dutch skirms age 2 has potential. The repentance/dance hall card reduces pistoleros to 3 pop, which is something to consider.
Renegados are really really good but the animation is awful. The wiki suggests that britain can use them by combining dance hall and the saloon upgrade to make them only 2 pop and make up for a lack of skirmishers but I personally think it would never be worthwhile. Technically though since britain has lots of population space very early it is possible that a saloon build would be possible, but I have never tried it personally. Since britain gets pretty strong units age 2 (as opposed to dutch, china, germany) i would say it would be more for the lolz.
Best mercenaries are Jaegers, Highlanders, and Mamelukes. Black Riders are strong but have a very low fire rate and have melee resist intead of ranged resist. Germany can send improved mercenaries and team cav attack + arsenal upgrade to bring them up to insane stats. Same with hackapells- germany can abuse cards and arsenal to make them very strong, dutch & russia have cav combat + arsenal but probably not worthwhile.
Fusiliers are a good unit too but the cost is very high. They are unique in that they have a very strong multiplier against light infantry at range making them potent counters to Aztec erk coy combo, and rattan shields should you ever encounter them.
Barbary corsair is probably the worst mercenary in almost any situation. Germany might be able to abuse them with speed upgrades and improved mercenaries but i think they would still be terrible.
Has anyone ever got team cav attack+ improved mercenaries + arsenal mamelukes? I would be interested to see those in action
Iron troops are absolutely amazing units against everything but heavy cav. This is unfortunate because china is the only civ that can get them and china doesn't have any decent anti cav. Team games however, where someone can make goons/ruyt/erk, they could be worthwhile as they actually beat skirmishers, and melt musketeers (this is true of flamethrowers too, another unique china unit made useless because of china's trash anticav)
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