Archers Should Not be Able to Damage Cities

Range units are just much more superior than poor melees. It was that way in CiV5 and more so in CiV6 because of the new movement rule. Unless 1. they significantly nerf archer's melee to a point where melee can one shot them or 2. they change the archer range down to 1, there is no way to balance this out with the new movement rule
 
Archers are a pretty slow way of taking a city. Melee can smash in with only a couple of units in a single turn. Once you get the support units melee is even faster.

Beating up the AI is easy in many many ways, Archers aren't exactly OP about it.
 
1. That city isn't walled. It's basically open. Makes sense that Archers would be able to siege it well. Walls with Garrison promoted Archers behind them would massacre your force.

2. The city has 23 strength and you're besieging it with 5 units and it STILL isn't down. If this was a hoplite rush, it would be a lot simpler - three hoplites would see this done very quick.

3. The best way to see how the unit balance is in sieges is to play another player. I don't think it will work well. You need Zone of Control to prevent a city from healing every turn and only melee units exert that natively. In addition, melee assault type units get tortoise which gives them +10 Defense Strength vs. ranged attacks. Cavalry get Barding which gives them +7.
 
Chariot requires Horses

Not in Civ6 they don't. :nono:
Guess there's an infinite supply of donkeys, or asses, or something :crazyeye:

Archers (in fact all ranged units) are super strong, as are fast units. Poor melee; expensive AND slow.
Then there's the fast ranged units & strong melee ranged units; not sure what to make of them, too expensive I guess.

When talking about balance, what do you consider though?
How easily the AI can be abused with any given unit type? Or how well the units perform in PvP MP?
 
Range units are just much more superior than poor melees. It was that way in CiV5 and more so in CiV6 because of the new movement rule. Unless 1. they significantly nerf archer's melee to a point where melee can one shot them or 2. they change the archer range down to 1, there is no way to balance this out with the new movement rule
My favourite mod for fixing this in Civ 5 made Archery units weaker against enemies that are already damaged - there's less left, a rain of arrows will do less damage.

And then gave the melee line (not the anti-cav or cavalry lines) a bonus vs. cities.
 
Range units are just much more superior than poor melees. It was that way in CiV5 and more so in CiV6 because of the new movement rule. Unless 1. they significantly nerf archer's melee to a point where melee can one shot them or 2. they change the archer range down to 1, there is no way to balance this out with the new movement rule

If they give Archers a huge city attack penalty, good players will have no choice but to recruit lots of other unit types for their armies. Archers would still be very effective defensive units, but I'm OK with that. I just don't like them being the best conquest unit.
 
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