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.
When Otto military strength is already top and their cavalry archer still get and , but Russia get only 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.
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.
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.
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.
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.
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.
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.