DeletedUser
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WoW! A great help at this 'late' stage.
A very informative, well explained article.
A very informative, well explained article.
You are reading that correct, yes. The Mortar is actually the only unit I've encountered so far that has a better range than the short ranged units (Archers and similar). There are other units classified as "long ranged" such as Steinlings or Golem II and they also have a range of 3. I agree that their current naming is confusing/misleading. I think when they were designing these units they were thinking along the lines of light melee & light ranged units, and heavy melee & heavy ranged units.Just checked the Elves long ranged unit - Golem - in the tech-tree ... To me It seems the long ranged unit has got lesser range (3) than the short ranged unit (Archers) (4)... How can it be possible .....Even their movement is lesser than most of the other units for it to cover more range ... Am i seeing and understanding it correctly ??? I mean to the best of my knowledge long ranged units should be able to cover more area in their attack range ... For example the Enemy unit Mortar covers the full battle field (14) ...Now thats a real Long range unit ...
You are reading that correct, yes. The Mortar is actually the only unit I've encountered so far that has a better range than the short ranged units (Archers and similar). There are other units classified as "long ranged" such as Steinlings or Golem II and they also have a range of 3. I agree that their current naming is confusing/misleading. I think when they were designing these units they were thinking along the lines of light melee & light ranged units, and heavy melee & heavy ranged units.
For example the current "long ranged" units (golem, golem ii, steinling) seem to be way better on damage and health (which is this game's version of defense) but weaker on movement and attack range, and they also take up additional squad space because of their weight and they have a very low initiative (I've been using golems but I haven't gotten around to updating the guide), which is basically the same description you can give for heavy melee units in comparison to light melee units.
I've been avoiding negotiating, but if the terrain is bad and the battle would be too hard (this is usually when there are multiple squads of mortars + knights or other units) I just negotiate to save me the trouble. If you're facing Mortars your army should lean toward Sword Dancers. I think I was mostly using 3 squads of Sword Dancers + 2 squads of Archers (sometimes even 4 SW squads and 1 Archer squad; try to avoid the knight as much as possible and take your Sword Dancers directly to the Mortars). Your Sword Dancers squads will likely be defeated, but in the meantime you can use the Archers to handle the Knights so as long as you've defeated the Mortars.
Archers are useless versus Mortars because the Mortars have +80% defense from their attack. Ents are even worse because A) they're too slow B) they have a horrid initiative C) the Mortars have +80% attack versus them. Waiting till Golems is a long way and even Golems aren't much better (though I've found them better than when facing knights/mortars, yes). If you can, upgrade your squad size. But beyond that, you shouldn't be waiting for anything else, just focus on Sword Dancers.