Well, the ERK is significantly cheaper then carbine cav in pop. And 1 pop “cav” is nearly always preferable to two pop cav regardless of supremacy or treaty.
Following plat’s idea, I will also exchange Hussars for Coyote runners with cards.
What’s that ? A cav unit than exchanges trample for cover mode ?
A coyote runner takes 32 age3 skirms shots in cover mode to die, a hussar takes 38.
The coyote is also 40% cheaper. Of course, one said skirms are snared, you can always switch stances and kill them in 6 hits, but who’s counting.
I did not include the support card as this would be gross, not coyote combat or even dance, because at that point this is just overkill.
If pikes are a problem, remember that all melee infantry deals less damage to shock infantry compared to cav.
I hope this helps understand the stance we’re defending.
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You don’t realize 20 pop worth of goons was fighting 10 pop worth of ERK (that is trained faster)
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You decide to ignore it and go play the ladder.
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You spam ERK, to prove they are weak !
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Methodology is applied.
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Results are obtained
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You go back on the forums, with definite proof that ERK are weak and pathetic units.
Just to put more salt in the wound, were your eagles upgraded with 4 cards?
Pd: same happens with arrows even if some people claim they are best anti artillery.
I sure do ! Imagine making step by step proofs with deficient methodology to prove a bad point, and using screenshots as a compensation for lack of methodology !
Your counter skirm is the Arrow Knight. Their long range and high RR allows them to go pretty toe to toe with most skirm.
Since when coyotes are superior to kill mass skirmishers?? Aztecs were and are hard countered by just a single kind of unit, it is just hilarous.
Everyone have complaint about aztecs only training ERKs (always countered by skirms or musketeers) , when aztecs are the only ones using their complete roster.
Horses are faster than shock infantry and have higher HP and spread farther, so less damaged by AoE attacks. Aztecs lose an unreasonable amount of coyotes vs artillery.
Unlike hussars, coyote cards are mandatory to be able to badly kill skirmishers
That’s debatable, IMO. Grenadiers have significantly more ranged resist than Arrow Knights do, and Grenadiers certainly don’t even soft-counter/check skirms with equal value of resources. Sure you might trade evenly for a while, but most civs with a proper skirmisher, and the field artillery that would prompt the training of Arrow Knights in the first place, also have better late-game economies than Aztecs do, and so it’s a losing prospect in the long-run.
Arrow Knights have several things over grens. Yes they have 10% less RR but they have 30 range and aren’t classified as heavy infantry.
Equal res I don’t think AKs win but that’s not the point. The point is that due to their long range they can force skirm to dive, exposing them to your Coyotes.
1v1 AK is ok to counter skirm, but no one uses it to counter skirm in team, I don’t know treaty.
From wiki
AK is supposed to counter artillery but their efficiency is really bad.
Thank you friend, yeah people tend to forget that little 75% rr of artillery. It all looks good on paper but on practice Arrows are bad, historicaly inacurate, real life imposible, due having a type of long bow throwing spear like arrows that due weight/lenght would require a very strong/skilled user that never existed for the culture.
Plus Id like to presume that people as myself prefer to use cav to deal with artillery instead of culverins due the fact that culverions once they do their job (if they do it) wont do much. So to me its like saying i use petards to destroy buildings (aoe 2-3) and since they have bonus they are excellent to destroy buildings…
Final video is just an example no matter you control ERK or not, they just lose due to low speed and low base attack. Real game ERK and goon both will be push back sometimes makes worse than this straight line running.
If people like noob just send ERK into a group army or just know attack move then say ERK is weak for taunting, this game is ruined.
I am not going to convince any bias people anymore this is just wasting time, this happens in truth game, if dev watch this please buff ERK speed at least a bit for them can catch melee cav, they were nerfed too much.
It is just impossible as they cost 2 pop. Same numbers work in supremacy as rarely 200 pop is reached, but in treaty you are always at the limit.
I have actually agreed for a while that ERKs were over nerf (and my post history will show that). I’m of the opinion that the penalty against infantry should only apply to light infantry. Though I could see the argument that an extra 0.75 speed to make 6.75 like a Hussar instead could be a better move.
As far as the AK goes, they are actually very good. The main issue is even as is how do you kill them with some civs? If you’re Swedes you have leather cannons as you’re main skirm, so those don’t work (and they have less RR so AK rip them apart). Otherwise you have to get in range with your Caroleans or manage to get Hussars pass the ERKs, which are still one of the best anti heavy cav units in the game.
Skirms have no bonus vs AKs and are having their damage reduced by the 40% RR.
In small numbers artillery can deal with AKs if they actually get in range.
I’d actually argue AK look bad on paper because you have to keep in mind that all the other units Aztec have are 1 pop and late game you have 10 WPs that cost no pop. This is probably why you don’t see players making 50 AKs in team. They’re balanced around pairing with your pop efficient ERKs and Coyotes.
I’d argue that a major issue with the AK is that without good unit control they are really bad, but they have a very high skill ceiling. Basically making them extremely good after a certain level of skill is reached. This makes them kinda hard to balance because less skilled players will consider them trash and more skilled players will say they are very good. In a way, both are correct. The unit allows a great deal of reward to be gained from good unit control.
Actually, it was 20 pop worth of goons instead of 10.
In team high damage unit are much more preferred, because no one will wait for low damage low ROF unit keep showing their animate, and this will make other units eat more shots those they should not eat.
That’s why Aztec is one of weakest civ in team. In fact some adjustment on card or mid late game just for team or treaty is ok those won’t affect 1v1.
Dev buffed JPK a previous patch it buffed 1v1 a lot but melee unit is just not good in team… every one see promotion JPK just shoot at once. This is strange.
Its completely the other way around, they are a nightmare since AKs dont shoot fast enough to kill mass artillery, while LC move fast enough to reach them.
You do realize dragoons take 2 pop and ERK take 1, right? I mean, if you want to test things, you need to x2 all ERK stats (and numbers).
So if you do that, you will see ERK outstat dragoons without any issues.
I am not playing infinity resource mode or treaty.
Under team sup Aztec eco is also not good, if they can train same resource ERK as Goon is already good.
If you are counting 100ERK VS 50 GOON, you are using 15000 resources VS 9000 resources.
No matter what mode you use, ERK are not doing their role well as goon. This is simple.
So in reality, the problem is macro deficiency. Specifically, your macro deficiency. You should have no problem spamming ERK for sustained periods of time with the average aztec age3 economy.