This is just absolutely unrealistic tbh.
Colonel0tto wrote:Since Lands tank around 80% more xbow shots (22) than Dopps (12), for Lands to be cost-ineffective for their tankiness would require them to be 80% more expensive than Dopps - this would make them 360 resources each.
I really don't think you can evaluate the 4 Land shipment as costing 1440 resources!
Let's say the average colonial shipment is worth 650 resources. Add 2 uhlans to that, that's 950 resources for the average german colonial shipment. Add 400g for the cost of the shipment, that's 1350 resources. Is that really so far from 1440 resources..? Not to mention a lot of these resources is coin (400 and 200 for the uhlans), and the shipment takes 60 seconds instead of 40 to come on the field.
Anyway, you can't really maths like that, there's more factors. Lands won't get overkilled as much as dops by your ranged units, that's one reason why they don't tank that much at range already. Another reason is their slower speed meaning they'll get kited more.
Colonel0tto wrote:Again, your opponent really shouldn't be trying to snipe Lands since they don't have significantly more siege or damage than Dopps (75 siege compared to 60) compared to the number of shots needed to kill with the TC (5 compared to 3).
Of course he should be sniping them. The small siege difference isn't really relevant here, what matters is that landsknechts will deal more damage in this small armies scenario than dops. Like I said there's very little overkill on them so focusing them is very efficient.
Colonel0tto wrote:I think we're picturing the same starting scenario, but if he has no 8 bows you're just sitting under his TC. That's a bit of a nightmare scenario to be popping 3 war wagons into, especially with uhlans around to snare.
You're conveniently ommitting the fact that it takes forever to ship lands and then cross the map, and that mm will do great vs a pure melee composition. Also that the defending players has dops himself to buy time. I'm extremely confident there is no window to "sit under his TC", unless you want to overcommit and lose the game.
Colonel0tto wrote:If your opponent is committing to age 2 then you still have the scarier army in melee, can take TP line, send 8 bows yourself or use your own 700c to advance in age faster than your opponent if they chose to use theirs to build units.
If they stay to age 2 and you push their base, you risk losing your whole army because of an 8 bows, mm, 5 dops powerspike. That's called overcommitting, it's very common, and happens a lot when you sit right where your opponent pops units, while your own reinforcements are crossing the map.