7 At

Spikerocks101

Warlord
Joined
Mar 29, 2007
Messages
159
Location
London
I was just thinking of adding a simple unit to fill the 7 AT spot missing. 7 attack would be great for a unit:
1 = scout
2 = warrior
3 = archer
4 = spearman, chairiot
5 = axeman
6 = Pike, Cross, Long, sowrd, and horse acher
7 = ???
8 = Mace, elephant
9 = Musket
10 = Knight
11, 13 are empty too.

I was thinking of a Crusader for 7 AT, with a medic starting promotion, and be melee
Axeman vs. Crusader: 7.5 vs. 7
Crusader attacking city with Longbow: 7 vs. 7.5
Crossbow vs. Crusader: 9 vs. 7
Swordsman attacking city with Crusader in it: 6.6 vs. 7

A barracks can make 7AT + combat 1 = 7.7AT, beating Axes and Longbows
Agressive can make 7AT + combat 2 = 8.4, chalanging a Crossbow
Agr + Barracks 7AT + combat 1 + City Raider 1 = 9.1, killing a longbow defending on a hill 9AT or crossbowman defending
7AT + C1 + Cover/Shock = 9.45, very deadly
or make elephants have 7 AT, still killing knight 10.5 vs. 10

just saying, please respond
 
IDK, but crusaders are typically used as ethnically diverse units to replace the maceman.

I can't think of a major weapon technology that's ignored at about 7 Str. Maybe what you could do is create two tiers of shock (Shock 1 and Shock 2), or allow melee units to get the Drill line of promotions if a special armor tech is researched.
 
Maybe a Billista. It can be under achery (achery had only 3 units) and have 7 at, cuase calateral, and avible before catapults. They should not reseve deffence bounces, and will get the Flanking attack palenty. and -50% strength when defending... hm?
 
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