Mantlets suck (That's it, that's the title)

The forgotten unit:

The mantlets from John’s campaign, the huron natives, and the Haudenosaunee are bad.

https://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=15,38291,30,20

https://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=st&fn=15&tn=38324

These are 4 other posts made in different years, so I’m here to re-float that idea…


:arrow_forward: Siege units

imagen

Every civilization seems to have (and needs) a siege unit, all have them:

  • European civs get the grenadier and the ones that don’t, unlock them with cards (Malta and Otto use their own version of grenadiers)

  • USA get them from “Washington’s Legion” card while Mexico have the soldado
    (Lo siguen llamando soldado en español? Parece un tanto flojo el nombre jajaj)

  • The Inca get the Huaraca and the Aztecs get the similar Arrow Knight.

  • The Lakota have the “Fire ceremony”, so every unit becomes a siege unit.
    (Tashunke Prowler have nice siege too when in numbers)

  • India has the Siege elephant, which functions as a mortar (and Culverine).

  • And all civs have access to a mortar unit (China and japan have variant of mortars while natives get the captured mortar; African civs get them from the palace (Don’t forget the Sebastopol mortar))


:arrow_forward: Why are mantlets bad?

The issue is that they were bad to begin with, the stats (other than the resource cost) are literally the same from The War Chiefs DLC, they weren’t rebalanced with the rest of units by the Definitive Edition.

This hurts them because it leaves no spot in the army to fill out of necessity, every other unit of the Haudenosaunee can outmatch them in their field.

  • You need ranged attack? The Aenna, Tomahawk and Forest Prowlers have higher attacks AND RANGE at lower costs.
    (For some reason, the mantlet only has 10 range)

  • You need melee attack? Unless you use Kanya Horsemen or Tomahawks, you are sending the wrong unit.

  • Need siege? For somewhat the same costs, the Ram does WAY more siege damage, also being a surprise counter against artillery (Also, there is the light cannon, which covers artillery countering, siege and infantry damage).

The one role it has, is the tank unit of the group, as it has fewer tags to counter while having high HP + ranged armor (Except that it has the infantry tag, so even with the high HP, they get sent to Valhalla by artillery, unlike rams).

For the high costs it’s got, it’s better to just use other units (The Huron mantlet get’s slightly more forgiven for this, as it’s easier to mass and costs no population, which means it can at least be used as cannon fodder in prolongued imperial matches)

One more point to the pile is that they have a bad animation attack, so with that and the lower range, you always get the first hit in a fight…


:arrow_forward: Not just talk, here are the numbers…

I made a comparison between hurons, mantlets and tomahawks to see which unit excels at most fields, here are their stats:

Simply put, even on siege, you are better off making more tomahawks than mantlets.

On equal resources, 10 mantlets lose vs 16 tomahawks, little micro required (1 volley and then on melee) 10 of the 16 tomahawks survived, meaning that their ranged resistance was useless, as they are way too easy to close the distance to.


:arrow_forward: A rework. If we ever get a new update lol

imagen

Currently, I just use the other units the civ has to offer, same as every other player I’ve seen, but I don’t want the mantlet to fade into obscurity. To try and make it a fun and useful unit to use, this is my patch idea:

IDEAS

  • Mantlets are now a SUPPORT DAMAGE SPONGE unit (Currently, that role is not used), similar to how the drummer supports in speed, the mantlet will support in HP.

  • Mantlets get the DEFLECTION passive ability, which means that 25% of the damage that units receive near the mantlet, gets passed onto the mantlet (Keep in mind that the deflection only counts the armor of the unit that got hit, not the one with the ability) (Works only between other infantry units).

  • Haudenosaunee mantlets cost no population and have a build limit (This is the main benifit of the Huron mantlets, so sharing it will make people add them to the army composition).

  • Instead of Tomahawks, they use slings (Yes, the Haudenosaunee used slings), dealing poor siege damage (Making it a very weak yet unique unit for surprise counters), and in melee, they use their fists (As is currently).

  • They get dual armor (20% siege armor) to compensate against grenadiers and artillery (it’s a massive shield after all).

  • As a support unit, the only drawback should be the cost, so they no longer have a bad attack animation and turning speed, making them less awkward to micro with other units.

Numbers

New mantlet overview

Now the Haudenosaunee mantlet is a support unit with no population cost that absorbs the damage of nearby infantry, has a weak siege attack but no negative multipliers, only counters are melee attackers and strong artillery.

It would mostly be used in late game when you reach your population limit and need an extra push to defeat your opponent.

The Huron mantlet could have the same stats, having the difference of half the health for thrice the attack, so It’s still a damage sponge, but on it’s own it can still defend itself.


:arrow_forward: Extras

I found a few things online that showed how the Haudenosaunee really sieged fortresses while researching this deal.

This page talked about mantlets:

https://muse.jhu.edu/article/11612


Wow…
I was so bored that I made an entire mini-thesis on mantlets for an obscure online forum… well… tis’ what it is.

11 Likes

While I agree with nearly all of this, I have to ask if you’re aware of the new card for the unit that already adds extra siege resist?

1 Like

just make them run to the front automatically and they’re probably good enough, if they still suck then they could get another rework

2 Likes

I think they should be considered the “Grenadier” of the Hauds, in that “new ways” should grant the grenade AOE upgrade from the armory. And they should be affected by tupgrades and eam cards that affect grenadiers. I also think that chinese flamethrowers should get the grenade trooper tag as well.

Them dealing siege damage against normal units won’t change much most units they end up fighting (Musketeers) won’t have range resistance, and cavalry will still cut them into confetti.

No need to make radical changes though, they just need a bit of indentity and a slight boost against musk-type infantry.

One thing to note is they were OP for a long time in treaty. A card brought them down to 1pop (still does) and they had about a +70% attack and HP available across 7 cards you were gonna use anyway.

That put them to over 1k hp each, before considering armor.

Outside of that, yeah, they pretty much suck. And they fortunately got some late game nerfs too, so the one time where they were insane they are now less insane (though the addition of siege armor is cool).

3 Likes

It’s ridiculous that they haven’t gotten this already. It’s literally 2 dudes carrying a giant shield.

6 Likes

Yeah I’ve seen it, even have it on my deck, this one:

imagen

It’s not enough to make anyone want to use mantlets, I have it for the rams.


It’s easy to just aim at units behind because of the range, all it’d do is prevent the enemy from using move attack.
That’s where the deflection ability would shine.


I added that as a “Surprise counter”, meaning that if you micro so bad that you let those slow mantlets get near your artillery, then you get punished, as the siege damage can bypass artillery’s high ranged armor (And just to make them different honestly).


I think there are around 10 cards to buff the mantlet into a somewhat decent all around unit, but it’s too much of an investment, especially in 1v1 where you need more reinforcements than upgrades (Also, with the same cards, the ram get’s better than the mantlet, so might as well use rams).


Word.

1 Like

Debería ser una unidad de infantería pesada, unidad de asedio y con resistencia a la infantería ligera. Algo parecido al granadero pero sin daño de área y de ataque más rápido ( son dos unidades tras un escudo, atacan intercalados). Sumarle la habilidad pasiva de desviación; le daría más uso ya que protege mis unidades de infantería.

why would being heavy infantry be any improvement, it would strictly make them worse against any composition that doesn’t include sowars, steppe riders, raiders or mahouts

1 Like

Porque ya no cumpliría el papel que juega en este momento, sería un granadero que se mueve más lento, con un gran escudo y con la habilidad pasiva de desviación. Ya en si la unidad tiene pinta de infantería pesada por su alta vida, su escudo y su movilidad que no encajaría en la categoría de infantería ligera. Tiene sentido que sea débil contra la caballería, este no es tipo de mosquetero, es “granadero” por sus cualidades.
Quizá no me esté explicando bien.

Legendary Mantlet

That is stats I got from them in the past fully upgraded and carded in open battlefield without Warchief Aura. I don’t know if their stats have been changed since then.

Sub 4.00 speed and only 10 range are a big reason why they aren’t used much. When your in the enemy base and your using some along with other units they are fine outside of that they aren’t that good.

4 Likes

fully developed they are stupidly broken, literally the only way to kill them is with cavalry which is easily countered. I think at least late game deserves a nerf.

4 Likes

I proposed this for the Hurons some time ago. They should receive this too.

1 Like

How about the following simple changes
1: Giving them the “Grenade Trooper” tag
1a: Bringing the incendiary grenades upgrade to the longhouse after “new ways” card
2: boosting their speed to 4.0
3: Enable siege workshop and mantlets in the commerce age

I think the impact of those changes alone would be very impactful despite how small they are.

imagen

These things used to be the most OP things in the world. Be thankful they’ve been nerfed out of existence, it was done to ease PTSD from seeing late-game Hauds throw literally hundreds of them at you.

Imagine 1k+ HP, 60 ranged attack, 50% range resist, and 100 siege attack, all for 1 pop cost and a relatively cheap cost of something like 100 food/wood.

Just be thankful they’re not like they used to be. The entire Haud civ needs to be reworked, so I doubt they’ll be touched until the Hauds and Lakota get an actual rework.

6 Likes

They are still amazing tie breakers in the late game. A bunch of these sneaking up during a battle and it’s gg.

How a one pop unit of almost 900 hp with 65% rr and 15% sr is not broken since it costs relatively few resources?. Considering how monstrous the Haudenosaunee economy becomes in late game

Since there are plenty of defenders of the mantlet, here is a quest:

Show me recordings where they turn the tide or try to win a battle yourselves (Against a decent opponent (Or nothing lower than extreme AI)) by focusing your resources on them.

You probably find the videos or win the games, but the argument is that there are WAY easier ways to get ahead, which is why mantlets get neglected…

3 Likes

I would say the 5 mantlet shipment age 3 can be extremely useful, especially against infrastructure civs like japan or hausa. Otherwise, I’d agree with you, they don’t tend to win games that aren’t already won.

2 Likes