The best this card could be would be “enables mortars, ships 1 artillery foundry” just remove the HA trainability, if I need arty I’ll make falcs, my Age III eco cannot handle HA anyway. The arty foundry would enable easy mortar training vs turtle players, as @Kingfisher1787 suggested.
Getting a Mortar with the shipment makes more sense then getting a Artillery Foundry because you are receiving the Advanced Artillery unit that can start having a impact right away to bombard defenses from afar which is good for tempo and a Mortar is also worth more total resources then a Artillery Foundry is worth.
The card is solid as it is filling a niche.
Since I was at-ed:
Emphasis added.
Also, @TheDunamai, adding the artillery foundry wagon wasn’t my idea. Someone else suggested it first and I simply liked it. One Mortar and one Foundry Wagon would still work for an age 3 shipment, given that it’s 250w + 100w, 350c = about 700res.
You can counter them with any melee unit like you do with any canon. Infantry dont have any bonus vs artillery, so they shouldnt need any vs siege eles. Melee units just block them.
The counters of artillery are cavalry and culverins, not skirmishers.
An army of skirmishers/musks with some canons is a gg for india. They can not deal with more than 5 canons at a time while SE can not get close due to skirmishers and lack of AoE.
@Breadalus
Dear Breadalus,please tell your superiors or the appropriate person about those 2 bugs if you can:
1.Can you see the 3 videos at the top of the post,both of the Ottoman artilley,Papal Bombard,Mysore Rocket and Tsar cannon have this bug.
2.The pathfinding should be fixed,for example,if 8 cannons attack 1 unit,5 of them have killed the target,then the other 3 cannon will continue attack move to the last position of their dead target ,instead stay in the position right now.
This will make them move straight to the enemy’s crowd,then they will be killed
Very special thanks.
Best wishes.
What should unity be like, in your opinion?
Some time ago, I proposed that Advanced Artillery could absorb the grenade launcher card, as an upgrade that is enabled in the arsenal. In addition to enabling mortars and horse artillery, it also grants a foundry wagon.
First of all, it should be a mercenary, not an outlaw, and not available until age 3.
It should have a low multiplier instead of no multiplier. Maybe 25 attack with x1.25 vs heavy cav and have the range bumped up to compensate.
Back to the topic. It’s a shame that we have the best siege weapons in the series in terms of art, but the worst in terms of performance.
Some are so clumsy that they don’t even fire on command, and oddly enough, artillery performed much better in TAD than in the supposedly improved version.
And there are others that are too oppressive, like the Rivadoquins, which can even perform hit-and-run against cavalry. It’s absurd.
Quitting the game like this is shameful.