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KissBlade said:
Markata: I have no idea why these are in the game. Those clubs aren't going to deal much damage (read: none) and they die like flies. Actually no, they die way easier than flies. Damn buggers. Never recruit this unit. Even if you need a archer decoy. VERY lame version of lobo guards.
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I like to mash them with across the front line. Since the targeting AI has fits with more target squads. They don't get enough time to rout anyway, so they are good for confusion and the right price. But as a unit that are any sort of real cost effective, they are not. If the Targeting AI was smarter, they would have no use.
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Markata archers: Oh god, I've never even SEEN small bows before. Oh jeebus these suck *** too.
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Use just like normal markata, but for people who like to "Fire Archers". I like to put them right in front of a weak flank, but make sure they are in front of your real archer block so they will get priority targeting. You can usually get away with 3 or 4 in a small squad and then do them in small clusters across your front line slightly behind your other markata decoys.
It's mostly the range on these. If they had shortbows, I'd buy them by the bucketloads initially then switch to Atavi Turn 10+
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Atavi archers: they can move pretty fast on the map and have stealth. They have bows too and aren't too expensive. Still they because they're pretty much like villains. And villains suck. Unless they're super villains. Which these certainly are not.
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I have to say they are pretty good across all three eras. They are in fact the most useful and ease to mass unit that this nation line has, suited to Sloth, suited to support, and you can save them from arty's until you are ready to lose them.
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Vanara Archer: Atavi archers without the stealth and more armor and more resource cost. Needless to say, they suck too.
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As an archer, this unit is not a top pick. Archers are defined by maximizing resources. Especially considering most of your resources are taken by either Sacreds or more cost-effective troops.
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Vanara Infantry: Like Vanara archers except they get a buckler instead of the bow. Average cost. Pretty much a crappy version of heavy infantry indies. So ... you won't be buying much of them either.
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I don't see any reason to buy these.
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Vanara Swordsmen: Their stats aren't terrible. A bit better than Vanara Infantry. Their gold to resource ratio isn't bad if you have little gold. But generally if you have no gold you shouldn't be buying subpar troops anyway because heavy infantry from indies are still better. Not a terrible choice for the first few turns if for some unknown reason you took prod: 3 for this nation.
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I see no reason to buy these.
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Light Bandar Archers: Wow, the first serviceable unit of this line. Good hit points and an awesome range attack with above average morale. Expensive as hell but the longbow is a ridiculously good weapon. Oh yeah they have no protection whatsoever so be sure to get some archer decoy and screens for them. Try to get heavier bandar archers for archer decoying because smart players will script their archers to fire archers or large monsters if they see you massing these. You'll be spending most of your gold on these units a lot unless you have a lot of resources ...
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This is probably my personal preference but: The Longbow is not worth 2 Shortbows at current IMO. Even moreso with mid-lategame use of bows (I.E. Flaming Arrows and Wind Guide). Stealth makes your units more survivable, so I stay away from these and buy Atavi 2 for 1.
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Light Bandar Warrior: Pretty meh. Think of them as bootlegged light infantry (the javelin variety). In other words, not too great.
Bandar Warrior: Comes in two varieties, the cudgel isn't horrible, still subpar prot and prone to getting hit a lot but they have 18 hit points. Still too expensive and the mace one gets a buckler which is better. I use these for screens a lot early on or the vanara swordsmen. Actually, I take that back. I usually don't build any of these since early on I just build the bandar archers.
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I only build any of these units to go with Elephants. It's mostly morale/resource dependant. Not on their own merits.
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Elephant: Not bad units especially if you bring along a yogi to ethereal them. Too bad their morale is so poor that you need to balance them out by grouping them with Bandars. And bandar troops suck. You can group them with nagahs too but those troops are even worse.
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Standard Trample tactics. You would be a fool in the current way combat works to not take advantage of this for heavy armored troops in the early game... if you happen to run into any. You will want to watch out if your opponent has a F9 blessing though, they drop damn so fast it's not worth the gold. Plus mid-game they get owned by spells first, I use them as decoys for Size 6 units I want to try to save (Pretenders without a full regiment of resistances).
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Naga: Sacred but bad. Read above about nagah troops being even worse. If you're bored and no one's taken the seas yet late game, you can grab about fourty of them and maybe take on thirty tritons. Oh wait, they're poor amphibians. Ok ten tritons.
Nagah Warriors: Eh I guess it's workable with an e9/n9 bless. But so does a lot of other sacreds that aren't overpriced in both gold and resources. Like fourty of these will be able to break underwater first. You can body ethereal them too with one of your naga mages to make things easier. Still not very recommended.
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Naga Troops are subpar, this is only an issue if the nation does not have enough other strengths to overcome this. Sufficed to say, if you are playing a bless strategy, this is not the nation to choose.
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Markata Scout: You start with one of these, and you'll never need to recruit another one since you should be buying indie scouts. Oh yeah buy a lot of indie scouts.
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This is true for all nations, all ages minus probably the giant*heim's, I don't know why you made this a point for Naga's in particular
My 3.5 cents.