New Unique Unit stats and cost (going to update it)

Shown in the early version:

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Survivalist made a video where everything is revealed :slight_smile:

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Thanks! No need for updating this thread then.

From first impression nothing strikes me as potentially op and quite a lot of them actually seem underwhelming.

Armored Elephants seem pretty good overall (especially, because they benefit from cav upgrades, which makes them a bit tankier than Siege Rams).

Elephant Archers could find some use, as they’re way easier to access now, but still have the big problem of low DPS for their cost, which is especially relevant for a ranged unit. Could be good enough with some of the new bonuses though.

Ratha is a cool concept, but I’m not sure what exactly their use will be, especially if Skirms deal their bonus damage to them, even when they’re in melee mode - if that’s not the case, then you have CA which can turn into Knights vs full Skirms, which sounds pretty good. Their damage is 1 lower than CA though, so that’s quite a downside. In the current state I think this will be more of a fun unit, but not that great for competitive games.

Shrivamsha Rider actually looks cool in my opinion, especially when paired with Camels to deal with cav. They’re quite cheap, pretty tanky vs ranged units and amazing at skirmishing them. So I’m very confident they will be used quite a lot. In melee situations they’re not really better than Scoutline, but with the -25% food cost-tech taken into account they shoulld still be okay’ish against other units as well. I think they’re pretty good, but not overpowered.

Camel Scouts are hard to judge without playing them. Because of their high cost for Fedual and their weakness vs Archers or Spearmen, I’d actually expect them to be rarely used, other than producing Camels on the way to Castle Age or vs Full Feudal Scout war (which you probably don’t want to do vs that civ…).

Chakram thrower is really interesting and could be good vs infantry civs (and therefore be a nice addition to the Shrivamsha Rider (anti archer) and camels (anti cav)). Lacking Blast Furnace hurts their DPS quite a bit though, so it remains to be seen if their AoE can make up for that. I’d say vs standard infantry (low’ish HP, low armor) it does, vs everything else it doesn’t.

Urumi Swordsmen actually seem terrible to me. More expensive than Champions, less bulky, their damage output is not much better (actually not better at all after 3-4 hits) and because of speed there also shouldn’t be too mich micro potential. Needing to get a Castle doesn’t favor them either.

Ghulam seem very strong. Good vs archers (not amazing though, because they lack the last armor upgrade and therefore will take 2 damage from Xbow/Arb), good vs Infantry in larger scale battles and also probably not terrible vs cav. Quite gold intensive, but probably a good investment in a lot of matchups. Also should pair well with Imperial Camels.

The ship is hard to judge for me, as I’m not much of a water player and it’s not clear how the additional bolts work damage wise.

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Eh with that high hp and stats comparable to a knight on melee I think they will be really competitive

Saw a video of the Chakram Thrower vs all Unique Units (nearly no micro tho).

Really hard to understand if it has bonus damage or something, there’s instances where I wouldn’t expect them to win and yet they did, and in other instances where I’d expect them to win and didn’t.

Though I guess those are the units that need the most micro with positioning etc too.

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Well, the Chakram Thrower will be very micro intensive, so this kind of tests are very inaccurate.

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Just saw in Jordans video that Skirms actually deal their fully bonus damage even vs melee mode. So I actually think this unit is a fun gimmick, but useless if you want to tryhard. CA with less damage for 20 more wood (and some more defense to be fair) is not good. Knight with 1 less pierce armor and weakness to Skirms is just bad.

The big questions is whether a unit, which can switch between 2 suboptimal units, becomes a good unit through that option - I think it doesn’t.

You do know they’re much faster and do damage in a line? Meaning when they catch an archer ball they will eat it very quickly. Malian champs take 2 damage, and die in 3 less hits and are slower and they’re a very very good counter to archer civs.

Gold intensity is only a thing if the game drags on, Turks, and mesos exist. If anything the ghulam opportunity cost is low aside from the castle.

They’re cheaper in gold than eagles and we regularly see very intensive eagle spams.

Same. I was very surprised how poorly they did. Against the very specific thing they’re supposed to counter.

They’ll definitely take full damage regardless of the mode . Because they have one armour type upgrade.

That being said, they’ll engage the skirms in melee, forcing a lot of them to move out of range. Nevermind the increased DPS, nevermind that DPS isn’t blocked by the skirms high PA. I think they’ll be better than you say. Especially considering the variety of civs and things they lack

But not overwhelmingly good. And still deleted if only spammed and pushed into skirms. But used in combination with shivs/LC, they can fight skirms, since unlike CA they will bump up the kill rate considerably

And finally. THEY CAN EAT SIEGE :grin:

Yeah they seem very cool, much lower DPS (considering aoe) but much much much more versatile. Just the pathing alone makes them more user friendly. Nevermind that Vils, CKN, kipchaks will be literally useless against them. Only teuton rams share that trait

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All those battles are in dark age, which means none of these units don’t have any upgrade and some don’t have their civ bonuses either. Also this test isn’t too good because whenever they are against ranged unit they all spread out in an arch, which is ofc going to prevent the pass through damage from coming into play.