I know, I know there has been a trillion +1 Delhi threads and Elephant thread (and I’ve started my fair share of them…); but this thread is specific about the complete functionality of this particular unit. Most of these conclusions are drawn from my own experiences with the unit. Let’s get started.
This unit is a castle age Heavy Cavalry unit that can be trained at the Delhi stable for #### and 400g with a standard train time of 60s. The Castle Age statistic on this units are:
3 population
1400 HP
4 melee armor/ 2 range armor
20 spear attack, 1.25 tile range, 1.88s Attack Speed, + 40 bonus vs cavalry
30 tusk melee attack, 1.00 tile range, 2.88s Attack Speed
100 siege attack, 1.00 tile range, 5.88s Attack Speed
1.0 tile/s movement speed, + 0.31 tile/s charge speed
tusk dmg elevates to 80 melee dmg during charge attack, with a recast of 1.38s Attack Speed until the subsequent tusk attack.
Perks
- In a hand to hand combat 1 v 1, no other unit in game can beat it.
- When it comes to fighting against melee cavalry in a micro-less clash of units, no other anti cavalry unit is more efficient. One standard War Elephant can kill 5, YES 5 standard castle age knights/lancers; and I mean SIMULTANEOUSLY fighting 5 knights/lancers. (that’s 1k resources elephant vs 1.2k knight/lancer resources)
- High HP and decent armor makes this unit exceptional in forced SMALL skirmishes.
Cons
- It is the 2nd SLOWEST bio unit in the game at 1.0 tiles; which makes it exceptionally susceptible to being kited. Likewise for being so slow it means you can’t pick and choose your engagements nor retreat from engagements as you can with basically every other bio unit.
- It is a FAT target and prone to being focused down from range looooong before it can make serious impact, during sizeable engagements.
So the question becomes in what situations can we utilize this unit optimally AND given the Delhi roster, is it functionally optimal to use this unit AT all?
IMO, if you can force small fights; I’m talking a clash of 15 -20 enemy units or less; the War Elephant plus little support will hold its own vs any other combo of bio units with the only exception being 8+ spearman. Crossbows become a serious thread once the numbers get to 20 crossbows+, bc then the crossbows can kite the Elephant for 4 volleys which only takes 6.36s after the initial volley. 6-7s isn’t long enough to allow the elephant to be effective. So you need to put the War Elephant in a supportive composition of units to cover it’s weaknesses.
TOV Xbow mass + War Elephants + scholars is only weak to mangonels. Range mass will trade more efficiently vs other range masses and TOV xbow will delete spears and horse archers and of course War Elephants will eat melee cav.
So an ultimate Castle composition would be archer + crossbow mix mass as your shear dps, War Elephants as your support and meatshield / bodyblocker, springalds to counter mango’s and scholars for clean up duty…
The only problems with this composition are:
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This army is exceptionally SLOWWWWW; so basically good for big/decisive pushes.
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you can more CHEAPLY almost replace the War Elephants functionality with a spearmen mass… plus spearmen move faster therefore eaiser to maneuver also since the total spearman Hp is distributed over several units it means the enemy has more micro to do in order to snipe the spears as opposed to an easy elephant snipe.
And this is why the War Elephant are marginalized units bc they only fair well vs all melee cav compositions or in small skirmishes. But the moment the enemy mass getting a reasonable 30 40 units… those 2 or even 3 war elephants become weak points in your army.
One more idea on how you can semi make this unit effective in large fights without having to field 20 of them!! Make 1 or 2 elephants in a large large composition of knights. Say you make 12 knights and 1 war elephant instead of making 16 knights , while you have in the elephant scenario 3 less units; in a forced engagement that elephant being focus will soak more melee and or range dmg than 4 knights would therefore comparatively allowing the 12 knights in scenario 1 to dish out more DPS than the 16 that wouls instantly have 2 to 3 knights get sniped duringthe charge!!
If i could change only 1 tbing about this unit it woupd be its mobility!! One of the most effective stats in the game is being to get in and out of situations (sodenote: this is why the mangudai are cancer…) if we increase the War Elephant base movement speed to 1.38 tiles/s or as high as 1.62 tiles/s!!!‽ This beast wpuld be scary everytime you see it on the battlefield.