Melee cavalry archers

Russian_Home_City_2_(Sovnya)
Cavalry Archers get +5 hand attack and +1 hand attack Area of Effect.


Can anyone explain to me what this upgrade is used for for horse archers. Their melee attack speed is the same as their range one. Even with this card the damage is less. That is, less DPS. Switching to melee combat is absolutely ineffective. In any situation and with any opponent.

If your Cavalry Archers come across unprotected Cannons its better to put them in melee to bypass the ranged resistance Cannons have then trying to kill them with the Ranged attack so that card makes them even better in such a situation.

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Horrible. A whole card for a situation that almost never happens. If it weren’t for the Streltsy upgrade, I would have thrown it away.

When Otto military strength is already top and their cavalry archer still get
image and image, but Russia get only image to buff their melee attack for a HR necessary range unit…

Against Heavy Cav they have a 4.5x multiplier in melee. A single Imperial CA with that card can beat a single Imperial Cuir in melee [like 160 res vs 300]

It adds effectively 22.5 damage vs heavy cav +1 AoE. Also CA have Melee armor so getting up in the enemy’s face is fine as long as it’s against the correct units. It kinda sucks, but in a pinch you can even melee skirms (don’t recommend).

Overall, I think it really helps vs what they counter. Melee is also great for snaring, you put a couple in melee and they snare to stop enemy cav from escaping. If you manage to catch Dragoons the snare will help a lot (generally happens if you see where they are going and lead set an intercept course to meet them where they will be. If you outnumber a group of raiding dragoons you should be able to kill them if you snare them.

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This is sounds like we add +1 multiplier to skirm against heavy inf, but people will still just prefer range shoot.

We will not make skirm to melee attack heavy inf and waste a card for this.

That is stat comparisons I made sometime in the past will all cards don’t know if stats changed since then. I wish they showed melee damage without having to be in melee mode.

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The main issue for cavalry not good as goon is because their slow attack animate for HR cav.

Otto flight archer solve this problem and Russia don’t.

Not because their state difference.

some off topic here, i think why abus still performing too well in team etc is because of the unreasonable short animation time 0.02s.

like, why the hell a unit can set a tripod for shooting in 0.02s

sometime, small thing like animation matters more than pure stats

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Each civ has its advantages over the other with their Cavalry Archers. Holding the line in defense I would take Russian Cavalry Archers but I would take Ottoman Cavalry Archers for going out to attack with them.

Ottomans don’t have Skirmishers so Abus Guns fill that role and they take 2 pop each if you give them a crappy attack animation that would be very painful for Ottomans.

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Ottoman still only plays FF. I think they will survive the lengthening of the animation.

I checked it on cuirassiers. Shooting more efficiently. because the soldiers are forced to maneuver for melee, while the archers standing still just shoot. DPS is higher.

I’d have to run the numbers, it used to add +10 I thought, so things might have changed. At +10 it almost definitely would have been better in melee

A worse attack animation would be hugely painful for that unit I hope they never change the attack animation. I would rather they reduce Abus Guns max range by 2 then change attack animation.

what is the painful matchup you concern?
make them shot at 0.3s is totally reasonable without messing up the skirm-abus matchup if that is yours concern.
I am just saying, a standard skirm is shooting in game at 0.3s
with a preloaded rifle, without a freaking tripod.

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93 range vs 90 melee. It’s just not work.
Can only be used against shock infantry. Even then I doubt it. But even so. It’s not worth it. Archers rarely find themselves in front of infantry in battle.

Against massed skirms that you ambush it’s decent. Against artillery it’s decent.

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I have never seen artillery without cover. Shooting is preferable.

Even in the event of an ambush, they will simply start shooting. If we are not talking about the 1k1 ratio, but about actual masses.

I was assuming any talks about attack animation nerf for Abus Gun would be more drastic then just shooting like a regular Skirmisher so I was assuming it would be like Longbows that are a pain to use with hit n run because of bad attack animations. I have no problems with being able to hit n run like regular skirmishers.

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someday you’ll realize that area damage doubles the damage output of a unit when they have multiple units in the splash area.

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