The Troops do not need much explaining, but i will still do it for fun.
Legionaries: This is the mainstay unit for Romans and in my opinion, one of the best units in the game. For sure, it is the most versatile. There are many players who produce them first, but then change to either Imperans or Pretorians. I would advice to keep making them. They are fantastic, as they alone give you the position to truly play Support / Hybrid. Letting you both, Attack and Defense when neccessary. Their combined statistics are also very high for what they are, a cheap unit that you can produce without researching anything.
Pretorians: These are good in theory, but i speak against them. As i suggest to make Defensive players Gauls to use Phalanx + Druider, the Team should already have solid Infantry Defense, and without massed Legionaires, you cannot really play the Hybrid position that is needed. I would still say, that if you really need to go with these, maybe one Roman for both Dukes and King (meaning 3) could switch for full Defense instead of playing Support and specialize solely on these. But id rather have that one extra Attacker at my disposal when needed. At most, i can see why to do this if there are lots of Teutons on some possibly aggressive and dangerous Kingdom that spawns near.
Imperians: These suffer from the same problem than Pretorians. Making them means you are not making Legionaires and in my opinion if you want to play full Offense, go Teutons instead. Still, being able to produce Pretorians and Imperians when neccessary enables the versatility that makes the Romans, letting you easily to switch to full Defense or full Offense when the need for more of either arises. (For example, because of the varieties on where your Kingdom spawns: The neighboring Kingdoms, availability of Crop and so on)
Equites Legati: Wont say Scouts are great in my play style, but if i would make some i would first focus on Teuton Scouts and then Roman. Not a fan though. You need some, especally in the early and mid, but not a fan of massing them. I would rather let others do that, and work my way around it.
Equites Imperatoris: These can be solid if you sruggle for Iron as a Resource. They have also higher Infantry Defene than Csari (40 for Crop) which is acually decent as if you chooe to do Legionaires, they are lacking in this aspect. On top of that, they take less Irono as a Resource and do not require that much Infrastructure. So as Equites Cesari might be idea for Capitols, Equites Imperatoris migh be ideal for City. For villages, i would most likely to stick with producing only Infantry and a small number of unupgraded (more or less) Catapults.
Equites Cesaris: These are the way to go, especially if you go Hybrid, as they can defend to some extend too. Legionaires + Equites Cesaris are solid together. Especially behind the wall or attacking weaker defended targets.
Ram / Catapult: Not much to say, with Romans people tend to favor Catapults. Still, your main army might as well have few Rams too. As a Support player, you will most likely be attacking Support Villages or at most, a City, so wont really need that much of either. In this playstyle, these are seen as a Supporting unit that are meant mainly on knocking at Support Villages Wall and / or to detstroy level 10, or at most level 12 Resource Fields.
Clubmen: These are superb units and everyone knows what they are for. They are mass produced and expendable. The best attack unit in the game. And the way Kingdoms is built (use of Menhir), especially in Night Truce (cannot attack villages at Night) makes them even stronger.
Axemen: These are solid, but only lose because there are Clubmen available. The only use i see for them is if the Capital that produces them is far away and you fear for Cavalry Snipes. Or, if you struggle to use all your Iron.
Spearmen: This is a fantastic unit, but it fails to deliver as in my opinion, Teutons are meant to be played Offensively, and Paladins suck as their counter part (in my opinion). Gauls deliver more solid defensive approach, so should stick to them in that regard and you have two solid anti cavalry units for Defensive Purposes already (Phalanx + Legionaires), so there is no real need. At most, you could make them to mine Oasises, or use one of your Villages to specialze on Spears in case you need to protect your Clubmen against enemy Cavalry Snipes.
Paladin: I do not like this unit. It only produces 50 defense for a crop, is expensive and have little utility for me. Yes, it is faster on raids than Clubmen. But you arent really in a hurry as Gauls can produce Theutates Thunder if necessary. In my opinion, Clubmen will raid just fine.
Teutonic Knight: You produce this because its the counterpart for Clubmen. After you have the Brewery, it begins to be really good for its price. On top of that, it is very easy and cheap to Research for a high end unit. I like them.
Rams: The legendary Teutonic Rams. Use them. These are basically meant for the capitol armies.
Catapults: The cheapest Catapults within any Tribe. These are especially good in the Brute Force approach, where each village produces their own army and then launches them against opposing Support Villages possibly combining them with the Romans. It doesnt really matter if you cannot target with them because of the Breweries, they will still hurt, and you wont need much of them. For main army, go Ram heavy. For secondary armies, go Catapults and Rams. One way to do this, is to make a City (a 7 or even a 9 crop if you may) where you produce Clubmen + Teutonic Knights + Rams and specialize on Rams in there, and then go Clubmen + Teutonic Knights + Catapults on four to five Villages. The larger army from the City hits first, and the supporting Villages follow. Later on, make a second city and more support villages. Combined with the Main Army, you have three hit squads that can hurt any minor target and may even be used to threaten less important Capitols but at large, are meant to threaten Cities.
Phalanx: The mainstay unit for Gauls. Absolutely fantastic for what it is. On each Tribe, the best unit is the first to produce.
Swordmen: Little reason to do them. If i need to find a reason, maybe to clear the Robber Hideouts after they have attacked your Phalanxes and Druidriders. Or even before that.
Theutates Thunder: Its good to have one location that produces small number of them, or have one larger Gaul player who specializes one location for Theutates Thunder and relies heavily on Raiding Inactives. The main use i see for them is raiding the more distant locations, giving the team more utility. The seconodary role i would suggest, is to hit Oasises that are farther away. I would not go producing fast hit squads with lots of these. If we can protect our Clubmen from attempts like these, so can the opponents if they know what they are doing. And if they wont, we wont need cheap tricks like this to topple them when necessary.
Druidrider: A solid pair for Phalanx, and a mainstay of any Defensive Gaul. Druidriders are what generates the Anti Infantry force within the approach i am representing here. Massing them at every opportunity is a must in this Strategy. The relatively low Infantry Defense for Legionaires (35) and Phalanxes (40) are the reason why you need the Druidriders (57.5), them being the second strongest in this regard after Pretorians, which you do not want to do because you want to have Legaionaires.
Heduans: Heduans have a specialized role, and are only produced on the Capitol. As mentioned before, they are the ones that can support any Support attacks against the opponent, and can attempt to protect the Clubmen from the Cavalry Snipes. This versatility makes them a good addition for the concept, so you shouldnt go without them. The only ones who dont need them, is the Dukes and the King.
Rams: There is no place for them in this composition.
Catapults: Are only produced as small amounts in the Capitols with Heduans.
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