HB Units~
HB units are fast, strong units that are especially talented at killin' off their non-HB counterparts. They are notably more expensive and slow to train, but are often enough worth it if one can afford the increase in costs.
Pony~
Life: 500
Population: 3
Attack: 250
Defence: 180
Load: 100
Upkeep: 18
Speed: 1000
Range: 100
Ponies are the most effective counter-unit to archers, as well as bein' the best loyalty spammers now that scouts got their wall damage nerfed. They train at a decent speed and don't require too much, but are solid units that move quickly and are an easy cure to all your archer-flavoured problems.
However! They act as a potential bomb unit. Misuse of them winds up w/ them bein' very expensive bombs and denyin' them livin' up to their full potential. Despite their life and defence, they're somewhat fragile because of their speed; they move forward fast each round, well ahead of the rest of your army and charge headlong into all enemy rainbows; they also become the first viable target or enemy archers, so find themselves gettin' off'd pretty fast.
Also because of their speed, rainbowin' them is hard to do; only scouts can be their rainbow; but thas not always bad. Scouts move
so much faster that they take all the threat the ponies would have before their more expensive horsebacked counterparts come in range. This works well as a protection method and mid-battle bomb tactic.
So by now, you've got glass cannon ponies that will potentially fly straight into all dangers at no thought for themselves and get themselves maimed before their task is complete. But on the other hand you have a ragin' mule that kills rainbows w/ haste and charges at enemy archers and chews through them at a ratio of 1:5. By the time the rainbows are out of the way, ponies can waltz right up to archers and ATs and flatten them; expect 100k ponies to be able to maul 500k archers. When numbers start rollin' out like that, you can start believin' in them as a solid counter unit.
Also, note that ponies are a great assault unit, but when it comes to defendin' it's a different story. Havin' your range set to 5k will wind up sendin' your ponies on an unneccesary trek to attack the offender, and have to go through rainbows and get shot down by arrows (bein' the first unit the offendin' archers will be in range of) so will actually backfire and lead to your ponies deaths.
Ponies can defend, but it requires archer backup, heavy scout numbers and the removal of traps that set the range to 5k; that way you can get in on the game easrly, hard and fast w/o goin' out of range of your own archers. Ofc, this will also give the offender the advantage of no traps/abati to worry about.
Ideally, keep ponies for your attacks and less of a defensive unit.
'Phract~
Life: 1000
Population: 6
Attack: 350
Defence: 350
Load: 80
Upkeep: 35
Speed: 750
Range: 80
What can I say? Almost exactly the same as regular ponies, but slower and scarier. They can be rainbowed by scouts and ponies, addin' extra protection while still movin' at a decent pace towards the enemy; they have far fewer losses than regular ponies and even reduce their losses. Their extra attack chews through enemy rainbows like nothin' and defence and life increases protect them solidly. By the time they get to archers you're lookin' at a terrifyin' ratio of around 1:8. 100k 'phracts will solve nigh all archer problems when marched correctly.
Since they're easier to protect, harder to kill and far more capable of slaughter than any other non-seige unit it seems like a sweet deal, but consider the costs and time to train. They become ridiculously expensive in small numbers; when you send 100k 'phracts to murder a million archers, jus' consider that they can have those archers replaced fast and reinforced w/ more archers quicker than you'll be able to retrain any lost 'phracts. It's a monster task, but often worth the punishment on your time.
Pay attention to how important it is to pre-clear layers away and how many unneeded casualties are taken due to remainin' defencive layers. These big boys may be powerful, but it's essential that they have the enemy layers cleaned as much as possible before they go marchin' in, although you shold also be able to see the sheer, relentless power these beasts have behind them.
Large Scale 'Phractsmack-Victory
Large Scale 'Phractsmack-Victory
Large Scale 'Phractsmack-Victory
Large Scale 'Phractsmack-Victory
Transporter~
Life: 700
Population: 4
Attack: 10
Defence: 60
Load: 5000
Upkeep: 10
Speed: 150
Range: 10
A safe transportation device. Relatively cheap and quick to train they act as your courier for goods; however have no effect on battle. Whereas every other unit moves forward each round, ever more into enemy arrow range, transporters stay behind in safety till the end and only get killed when your army loses.
Sayin' that, transporters can be killed in a victorious battle. Have a looky at this:
50k Raams attack ATs
The rainbow got wiped out, doin' the job in protectin' the raams while they slowly inch forward, but the interestin' thing is that the transporters started takin' hits w/o any raams bein' killed.
Transporters do indeed move slowly, and will even pass the attackin' force. Where seige units will stop as soon as they're in range of walls/defences, the transporters will continue forward, actin' as a painfully expensive rainbow for the raams to continue their attack untouched for longer.
This is a rare situation, becasue typically the defendin' units will be busy attackin' other units and otherwise keepin' their focus on the seige before the transporters.
I honestly don't have a solid explanation for this; if anyone does, feel free to let me know and I'll include it.
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