Don’t really care for this idea (or any kind of buff for them TBF). Will make them even stronger in the niche situations where they’re already OP, but doesn’t meaningfully change their role.
Yes, it’s telling that Urumi makes Sam and Jags look like jokes, yet still is not commonly used.
That said, I play Dravidians fairly often, and I can offer a couple counterpoints to the premise:
-The advantage of going Urumi over swordsmen (in the admittedly limited cases where swordsmen are viable) is that Dravidian swordsman have unremarkable stats/performance until Wootz, whereas Urumis have splash/charge from castle. Mixing in just a few of them with any melee comp will improve DPS by quite a bit.
-Urumis are decent vs. mangos or small numbers of scorps (w/micro), and can be used to snipe them before a critical mass is reached in Imp. If I have a castle, I’ll often go for this in preference to investing in their more food-intensive, dead-end light cav. They’re obviously weak vs. Range, but are very devastating to archers if they can actually get close due to their charge + splash.
That’s not to say that they’re usually viable of course. I agree with the overall premise that Urumis are poorly designed.
While I think the Urumi should have a different role from it’s current one, I don’t favor this solution for the following reasons:
-Having been given BBC, the need for another anti-siege specialist is significantly diminished.
-I don’t think anti-siege is a viable niche for a food intensive infantry unit. Eagles are good vs. siege, but they’re also great vs archers and monks, great at raiding, and even have a small anti-cav bonus. As far as raiding/anti-archer, this proposed unit just looks like a weaker Eagle that is much more food intensive and limited in its role (and trains from a castle).
-Giving Dravidians usable light cav via Husbandry and/or Bloodlines is a better idea IMO than trying to turn the Urumi into a castle unit with a gold cost that will end up performing a role that is extremely adjacent to that of light cav or eagle warriors.
Agreed. I’ve said before that I think it should basically have the opposite effect (e.g. being very strong vs. unarmored units, but quite bad vs. high armor units). This could be accomplished with a high base attack (maybe 17-19 for Elite), but having enemy armor be doubly effective. For example, a villager would ignore 2 damage, a FU paladin, 10, and Teutonic Knights would ignore nearly all of it, taking only the obligatory 1 damage.
I also think there are lots of units that are specifically good against Teutonic Knights, so it would be nice for that high armor to occasionally be an advantage outside of low-attack melee units.