An idea to make Cheirosiphons more fun to use

As a unique unit that replaces ram for Byzantine which utilizes a flame thrower rather than just ramming through buildings, I personally feel it makes little sense that Cheirosiphons still being unable to target at units, especially when the Dromon can do so with exactly the same flame weapon. So here is my suggestion to change the Cheirosiphon a bit, making it have more synergy and fun to play

The goal is, I would like Cheirosiphons to be a supportive unit in between rams and Ribauldequin, as their short range and aoe damage could function on a similar way. Here are the proposed changes:

  • cost roll back to 250 wood 100 gold
  • ranged armor reduced to 10
  • primary weapon can target at units now
  • add the ability that enable Cheirosiphons to be forced to attack ground (like mangonel)
  • base damage reduced to 2, add a +8 bonus damage against building, +3 bonus damage to infantry and bonus damage against walls is increased by 8 (damage reminds unchanged against buildings and walls)
  • remove the 20% vulnerability from melee damage (because they are more than rams now)
  • lightweight beams now enable Cheirosiphons to due slightly larger area of effect with their primary weapon

With the above changes, Cheirosiphons can be used to counter massive melee infantry in addition to sieging buildings, and potentially lock down opponent`s resource, massacre packed villiagers or spray fire on chock point for crowd control. However, considering it’s a siege engine that could present in age two, cavalries must remind to be their counter, and as a trade off to the diversity on its functionalities, Cheirosiphons will also be countered much harder by springals, culverins and even handcannonners. Lastly, when sieging keeps especially Chinese keeps, it will emphasis more on the importance of garrisoning Varangian guard to increase the armor of the vehicle. Just my personal thought and hope you guys and devs will love this idea :slight_smile:

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