Having analyzed many topics and answers in my topics, I seem to understand what the main defect of Maltese units is. And I found a super simple solution. Victory is closer than ever.
To begin with, the entire Maltese economy should be adjusted to 80 vils and not 105 as it is now.
Further the entire defective trinity receives combined armor. ![]()
![]()
The Hospitaller and Sentinel gain 20% ranged armor, and the Fire Thrower gains 20% melee armor. Initially. Without any cards. Straight from the barracks at age 2.
For those who like to yell about so-called “early efficiency”:
-
20 sentinels + outpost + depot VS 27 regular musks (20 + 2 houses cost + outpost cost + depot cost + wood gather slowly than other resourses)
It’s just not work. This is in addition to all my other posts on this topic. -
Also worth noting is one 1300 elo dude whom I often met in ranked games.
His deck contains two gold production cards and he plays through a dragoon/falconet/fixed gun mix.
Yes, there are also rockets and an infinite fire throwers on his deck, but I have never seen him build them.
It’s funny that I, the same Malta player from the release of KoM, do not use Maltese units (I play through cassador/dragoon/culverin). And I can explain why.
Look here.


casualties: 36 population

casualties: 14 population
In the first case, the army is forced to retreat, but in the second it can continue to attack.
As I already said, only the classic European model works in this game.
Special treatment
- Hospitaller -40 resourses cost
- Fire thrower +25 base hp; +5 melee dmg
3. Sentinel(edited 2 times):
+25% All + rockets
Fixed bonus +7 range; +10% damage |OR| +3 range; +25% dmg
+25%
Complete!!!








