Grens suck. Super pop inefficient and won’t work as well. Russia has some of the best musks in the game (late game). They’re dirt cheap, insta train, and only barely worse than regular Musketeers because they still upgrade off base stats.
But I agree @AssertiveWall20, a bit more micro could have saved that siege, or at least long enough to do more damage before retreating.
When 4 of my minutemen were at 1HP, 1 grenade could have stopped them for good (I kept them shooting at 1 hp for near of 10 minutes).
For everyone else:
Press [ALT] every once in a while to spot weak units you can snipe (Enable the hitpoint bar indicator in the configurations).
Try your best to not get below a building’s minutemen or shipment drop off point, both @AssertiveWall20 and me lost units from this (Him by my minutemen, and me from his Poruchiks) (We’ve all seen the infamous ronin shipment clean up).
Don’t put more than 10 settlers in your TC to fire (if you can), after 10, the damage doesn’t keep increasing (Sometimes it’s better to leave less inside, as a bit of overkill can happen from the TC fire).
True enough, It’s been discussed before in a few topics, and grenadiers (Excluding Humbaracis and Hoops throwers) are mostly terrible without the mortar upgrade, but with that card, they become somewhat balanced with the rest of the unit rosters.
The main reason why they are not used in age 2, is:
The 250w investment for the artillery foundry
They are mostly a support unit, so they can’t attack alone (Cav destroys them).
From the population and resource costs, they are way too much of an investment early in the game.
It’s easier to stagger units early in the game since… there aren’t that many :v
But don’t get me wrong, they are a fun unit after the 3rd age, and a surprise counter to unaware skirmishers (Recently, grenadiers got HIGH melee damage).
If you too want to use grenadiers competitively, try:
British grenadiers: They get plenty of upgrade cards which upgrade muskets too, they get high siege after age 3.
French old guard grenadiers: After Napoleon revolt, you get the church techs enabled, so you can quickly train an upgraded siege party (Also upgrades existing grenadiers). ALSO also, they get 2 awesome upgrade cards, becoming possibly the best standard grenadier.
Russian Pavlov grenadiers: With the guard upgrade, they become spammable and with the ransack card, high siege… no further comment.
Swedish Svea Lifeguard grenadiers: If you forgot to enable Jaegers, and have issues making artillery, you can use grenadiers to fight infantry, they are not “special” but they get high HP after age 4.
USA’s Washington’s legion: Simple, they arrive upgraded ready to use and train at forts.
I deleted it because the guy I was responding to was talking about something else.
As for our game, I’ll have to refine that meme build before we face off again (maybe take out naval gunners also, lol). One loss doesn’t negate a strategy, and I think it was still a strong showing especially since it was against an opponent who knew it was coming.
grens make a great meatshield against pike type units because of their random melee buff. Its such a random thing, but they’re surprisingly good at it.
High elo guys play 4 minute age 1 at camera becuase some nation can rush to early and have 100% winrate on same skill.
This game about rush play, so there is no adequate defense.
French ones get even better, they can increase it to almost twice the melee amount (And still get imperial tech).
Humbaracis also have high melee damage (Fire throwers don’t), though they lose the area of effect (but higher base damage).
Just remember to not use them against cavalry, they may be heavy infantry, but they are not halberdiers.
I will defend the strategy whenever you show up, so take a note before demanding “rebalance” to whatever unit YOU don’t know how to use…
No, not every civ get’s useful grenadiers (Spain and italy have no unique buffs to make them worth investing) and indeed, you need the hand mortar card for them.
But you CAN still use them competitively, especially with the civs that I listed (Unlike mantlets lol).
I’m… not sure, he didn’t respond to a treaty revenge round…
You rushed me
This topic is perhaps too deviated from the original purpose (Hunter wanting to improve his Russian strategy (I think that’s what he wanted…)).
Young man, you are not making much sense here and I implore you to consider where your words may be wrong if the longest thread on this forum is individuals trying to show you that you are wrong. I will forgive you for now.
Corselet and unction make spain grenadier top2 In Europe.
I have already watched 5 games, including those offered to me. And in all of them, players play in Russia through 14 vils. And their opponents also play at 4:30 age 2, although for their nations (for example China) this is not at all necessary. At the same time, when we fought, @JordiGarLee also had to mirror me and play 11 vils.
Why didn’t he play 14? I decided to ask on the forum what the problem was, but I never received an answer. So there is a lot of free space for maneuvers. If you are dissatisfied with this, you could give an answer yourself.
Guys. We moved on to discussing replays only because you brought them up as an argument to my proposal to increase the number of blockhouses at ages 3, 4 and 5. Continuing the topic of increasing the damage of towers. I didn’t say anything about damage in this thread. I just said that each blockhouse has to be defended as a factory in the late game, although technically it is a TOWER. It is who must protect, and not the other way around.
You think in the 1v1 category. Try playing 4v4 with only 7 barracks and no towers at all. Or in a treaty against the Portuguese, who fire mortars directly from their base at your barracks, or maybe against the Japanese, who instantly spit out 10 mortars right on the front line. Or the Chinese, who will push with 50 mortars and force you to fight only with cavalry.