The Fire Lancer's HP should be reduced from 65 to 55. This would be the most logical nerf

Why an HP nerf is the most logical solution:

  • Directly addresses the real issue: excessive battlefield longevity
  • Preserves the unit’s intended role as anti-cavalry / shock infantry
  • Avoids over-nerfing the unit’s identity through attack or cost changes
  • Improves counterplay, especially for archers and siege
  • Introduces meaningful breakpoint changes that reduce the Castle Age power spike without making the unit obsolete

Result:
Fire Lancers would remain viable in their intended role, but would no longer act as an overly efficient universal frontline unit. A reduction to 55 HP provides the cleanest and most balanced adjustment with minimal side effects.

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TBH i don’t get the fire lancers.
I totally agree that the battacks is missing on diversity compared to mostly the archery range.
I also agrre that the missing spot could be filled by regional unit designs available to like 1/3 of the civs in the game. It shouldn’t be below 1/4 because then it becomes a non-regular encounter. Which makes it weird especially for non-regulars to find soltions against the, Especially if the units are designed like the Fire Lancers. Generally solid with a specific excel role (against cavalry) and not many weaknesses.

The fire Lancers have lots of issues, they are too generalist, they have a utility overlap with the spearman line and they can only be added to a very selective group of civs which actually ALL have a suitable spearman line.

At the same time they aren’t weak to skirmishers which gives these few civs an amazing advantage against the classic cav + skirm combo.

In addition to that the weird firing charged shots that deal little damage feel out of place still - and this is also what’s abused by the infamous fire lancer + siege tower tactic.

I really don’t like this. And I never got behind why it was added in the first place. Regionalisation just for the sake of it is a recipe for disaster in a game with simple interactional mechanics. Yes, in theory the militia line counters it. But who makes that in the midgame? Not even against egal spams we see them!

(And if a unit is only avaialble to 3 civs, then it’s also really problematic when some usual counters don’t work. It’s ok for very specifically well known UUs like Huskarls and so on, but flooding the game with just randomly counter-resistant units is a TERRIBLE idea)

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