These units are a special support unit to defeat an enemy infantry as the main strategy used. Archers can hurt enemy units from a distance , archers in groups can overwhelm the infantry long before this comes to hurt a goalie. The few advantages of the archers in the infantry is that the two units move at the same speed, this means that you can battle use "DNA hit run" that involves shooting and then fleeing the enemy, and thus kill the infantry without damage. The disadvantages may be archers that their arrows do not cause damage to buildings and much less to the siege weapons especially the rams, which are highly resistant to attack by this unit ..
Highlights: By using archers is extremely important to investigate ballistics technology, and all the technologies within the Blacksmith ..
There are three different units of archers: Archers walk, guerrillas and cavalry archers. There is also gunner on hand, but this does not fit any category ..
Archers walk
The archer, the archer, the archer of English long shot, the keeper of feathers Mayan and Chinese chukonu
These units are the difference between victory and defeat when units infantry and cavalry develop their battle. We talked about the advantages of archers which were the long-range shooting and ending infantry before this came to harm. The trouble is that the archers have few impact and its speed is slow shooting.
In a battle if the cavalry and infantry approaches a small group of archers, will be defeated without any resistance, which is why its best use is to cover the infantry or cavalry while they are in combat with other units. I've always said the best combination are archers and horsemen, because if the enemy spearmen or pikemen used to knock my units, archers are responsible for them apart from the road. The foot archers are great against infantry, monks, and sometimes against the Persian war elephants, but archers against the siege onager have assured defeat as archers shooting must stand still to slopes devastating attack of wild asses, other archer units are effective against a guerrilla , these units gain great advantage to archers hurt ..
The guerrillas and the guerrillas of elite
The guerrillas are quintessential counter-units against foot archers and cavalry archers as it causes great damage to these units. To start the game the guerrillas have the armor plates and therefore can avoid damage when facing archers, in fact to do a test which consists of 40 guerrillas confront Byzantine against 40 English archers latter lost hopeless. The wonderful thing guerrilleros es que solamente cuestan madera y comida . Pero claro ante otras unidades son muy pobres al tener pocos puntos de impacto, los guerrilleros también son efectivos contra los monjes y hacen daño de igual manera a los edificios como cualquier unidad de arquero. La estrategia mas fiable es crear guerrilleros de elite al enfrentarse a jugadores que utilizan ingleses o mongoles ya que estas civilizaciones son especialmente de arqueros, pero cuidado si un grupo de guerrilleros se enfrenta a la caballería o a los onagros de asedio, es muy mala decisión crear guerrilleros cuando el enemigo este mandando caballería..
Arqueros a Caballo
La caballería archers, heavy cavalry archers and Mongol Mangudai
's cavalry archers is the unit most complete game since these units combine the mobility of cavalry with remote release of foot archers , in a test done it is found that slightly more powerful since they have more points of impact in comparison with the other archers. With the mere fact that they move as fast as the cavalry, cavalry archers no problem destroying the infantry, monks and slow units, such as war elephants with tremendous ease, and that fire and away to shoot again without suffering major damage. Although powerful succumbs to the cavalry, but you can also use the trick to shoot and run and so the cavalry will cause less damage than expected ..
Despite all this, cavalry archers is weak against siege weapons and ineffective against buildings, despite having less mobility have aim that the archers on foot. The counter units are cavalry archers, spearmen guerrillas and camels, as all three earn points for attacking cavalry archers. The cavalry archers is expensive to operate and cost as much as the riders but these need wood instead of food. 's cavalry archers benefits from improvements in the smithy of the archers, not improvements cavalry. However, the cavalry archers benefit from the speed level of livestock .. Gunners
Manuals and Turkish Janissary
Although they have a very wide range of fire from the start even higher than any other unit of archers, unfortunately do not benefit from the level of firing range of any unit of archers in the blacksmithing, so the archers have better improved firing range, despite the hand-gunners that cause great damage to your enemy by shooting, 17 points of damage, not benefit from the improvements of attack. The bad thing is its gunners shot speed is too slow, almost half of that of an archer and occasions not harm the target by the lack of marksmanship as they usually fail one out of five shots , for this very reason gunner can not shoot the same amount of shots that the goalkeeper to stand before an enemy approaches them. This unit is expensive, and food costs rather than wood as well as archers, but although this is effective against buildings, infantry and cavalry, but in the wrong hands these units are very effective .. Emphasizing
above this unit is effective against infantry, cavalry, war elephants buildings and getting 10 points of damage per shot against the latter . The gunner on hand is much better attacking the archer infantry on foot, but if they have to face the improved ballesteros the best choice would be the archers and they cause a damage of 10 points and 17 hand gunners but the archer fires twice for each hand firing of artillery, plus the archer misses the mark always while the gunner fails one in five shots.
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