I agree that this is not an attacking unit, but this unit is unique in that it nullifies all skirmishers in the game, which is the most created unit in the game. So their role as a tank is not bad at all. They shouldn’t make an impact. Their task is to cover the troops. I haven’t played Iroquois, but if a unit performs such a function and does not contribute impact, it should only cost one population. That’s what I would change. Purely by logic.
Not to mention the French, who send a card of the age 2 and become invincible in rush.
ita pretty obvious you dont play them if you say they should be one pop lol
So there is no problem with them.
not even close but thanks for trying
Challenge accepted.
I want to love mantlets, and I do love the Huron mantlets but I love them in Age 2 where tower and TC fire are some of your main concerns. I wonder if something similar to Lee’s Legion would be good for them? For 500 resources you could get a handful and start training them in Age 2.
- Mantlet’s Legion:
- Costs 250 Food, 250 Wood
- Ships a Travois and 4 Mantlets
- Enables Mantlet to be trained in Age 2
Idk, just my 2¢. I’m not trying to disagree with anything here, I just want to train mantlets in age 2.
Train si too op. Shipment - yes. Although… maybe the rodelleros will finally come in handy.
What would make it OP?
Mixing mantlets whit Tomahawk and Forest Prowler. To fight such an army you will have to build a lot of halberdiers. This is already an advantage. Mantlets soaked all ranged damage. Their mere presence already excludes TC, towers, musketeers and skirmishers from the game in age 2.
in what world do you make halberdiers into an army of pure ranged infantry
Out of pure spite, I did the test will all the units of the Haudenosaunee using the same resource amount in a clear arena, here we go:
It does not look good for the mantlets, only if you fight an opponent with the micro skills of a potato, then you can use them to win against anything.
To note again, I only used the elite upgrade to match the mantlets elite upgrade, meaning that techs/shipments that give extra range or speed were ignored.
If you want to use them just for fun, mixing them between the rest of your light infantry is the best way to use them (heavy infantry gets separated to go in front, while mantlets mix randomly with light infantry).
This stops the enemy skirmishers from using attack move, but you can still micro between the mantlets to get to weaker targets; it’s a bit tougher, but countered by micro (And cannons/cav).
Love the memes out of this topic
Against mantlets alone, it works, but any musk like unit will beat halberds, from kiting and melee stats, DON’T TRY IT SON!
Have you tried the speed carded dutch halebardiers tho?
Too specific, I’m looking for RAW data, also that card is meant for chasing cavalry, also you don’t need to send it, and also THEY STILL LOSE!
ofc they still lose, the halebs are able to close up the gap more quickly and do damage. In fact, they are more efficient against range inf with that card, despite the damage nerf the card brings.
In fact, a massive attack by halberdiers cuts down all shooters like pigs, including musketeers, although yes, it is not very effective against musketeers. It’s strange that no one knows about this.
Halebs had been useless for the majority of the game timeline. They only got the speed buff relatively recently, which made them viable as a main attack force and not just cannon guardians for non-musket civs.
But yes, a mass of fully upgraded halebs with some basic micro is very difficult to stop, even for muskets.
I’m calling you out @JordiGarLee . I managed to complete your challenge on the ranked ladder and now it’s time for a Haud mirror, me vs you. Let the memes begin!
I see Mantlet post, I (amongst million others) will push the Deflection ability for it.
Truly a worthy retcon for the unit using an ability from a newer DLC.