First thing first is a shoutout to @Adribird90 for making the Unit Tester Mod. Great at facilitating self testing.
Using the Unit Tester Mod i found that Trample negates armor so it applies damage like poison and siege damage. Which is very cool. Also it maybe a bug but trample does 12 instead of 10?? And it didn’t appear to upgrade from castle cataphracts to elite cataphracts. Could just be a bug.
Next i found trample could hit 3 infantry units wide ranks so about a 1 tile radius from the center of the cataphract.
Last benefit is trample can be activated at any distance inside the trample radius which is a plus when chasing units within ranges that are TOO short for traditional charge mechanics to activate.
However these are the deficiencies
- Trample doesn’t home in on moving targets the way normal charging does.
- There is an animation lock that occurs AFTER the Trample has completed so you’re rooted for a few seconds as if you were stunned via spearwall.
- Because all the cataphracts do not overlap their trajectories it’s unlikely to be able to stack more than 4 tramples on any 1 unit. Wedge formation can help more than 4 cataphracts tramples stacking but that formation isn’t the most functional. In the standard case of lancer charging damage 4 charges would often result in overkill, however likely it would kill indeed. The issue with the trample is everything is likely still alive after only receiving 4 trample damage. You’d have to stagger the trample to get better efficiency and that’s a lot of micro especially since enemy can bait and dodge your trample given deficiency 1…
Next using the Unit Tester
Cost for cost no upgrades
8 cataphracts loss half the time to 11 knights
5 cata loss all vs 14 maa
8 cata loss all vs 11 mounted samurai
8 cata loss aĺl vs 11 camel lancers