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0adsv:counter_scheme [2017/07/11 11:49] (current)
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 +===== Counter scheme =====
  
 +According to [[unit_roles|unit roles]] here is how I think which class could counter which other, depending on the situation of course. Note that this takes running and charging in account for a future implementation (and not just damage/​range/​armor/​cost).
 +
 +It will also vary a bit if some units have different strengths and weaknesses in different civilization,​ but the general counter should remain the same not to get lost (thus it would be more or less effective).
 +
 +In short (but with some exception)
 +
 +<WRAP center round box 80%>
 +Ranged > melee infantry\\
 +Cavalry > ranged infantry\\
 +Range with melee cover > cavalry
 +</​WRAP>​
 +
 +Then we have short/​medium/​long range melee infantry (being individual, small group, pack fighters respectively)
 +
 +Short/​medium/​long range infantry (shorter = easier to cover but easily outranged)
 +
 +Light/heavy cavalry (mobility vs durability)
 +
 +==== Spearmen ====
 +
 +With medium range, they can fight in two rows, giving them more power when in tight formation.
 +
 +Generally, strength and durability is given when in formation but decreases their speed (thus more prone to hit'n run), less strength and durability when individual (thus more prone to melee fight)
 +
 +<WRAP group>
 +<WRAP half column>
 +=== Counters ===
 +
 +  * Swordmen when in formation, using outnumbering in fighting
 +  *  Cavalry but not that much
 +</​WRAP>​
 +<WRAP half column>
 +=== Countered by ===
 +
 +  * Swordmen when dispersed (losing their outnumbering effect)
 +  * Ranged units by hit'n runnnig
 +  * Elephant, just being crushed
 +</​WRAP>​
 +</​WRAP>​
 +
 +==== Pikemen ====
 +
 +With long range, they can fight even more than spearmen when in tight formation. The counter scheme is roughfly the same.
 +
 +<WRAP group>
 +<WRAP half column>
 +=== Counters ===
 +
 +  * Swordmen, spearmen when in formation, using outnumbering in fighting
 +  * Cavalry
 +</​WRAP>​
 +
 +<WRAP half column>
 +=== Countered by ===
 +
 +  * Swordmen and spearmen when dispersed
 +  * Ranged units by hit'n running
 +  * Elephant if not being careful
 +</​WRAP>​
 +</​WRAP>​
 +
 +==== Swordmen ====
 +
 +With short melee range, they are the best individual fighters.
 +
 +<WRAP group>
 +<WRAP half column>
 +=== Counters ===
 +
 +  * Individual melee units
 +</​WRAP>​
 +
 +<WRAP half column>
 +=== Countered by ===
 +
 +  * Cavalry
 +  * Archers (see archers counter)
 +  * Elephant
 +</​WRAP>​
 +</​WRAP>​
 +
 +==== Javelinists ====
 +
 +Short range hit'n run specialist
 +
 +<WRAP group>
 +<WRAP half column>
 +=== Counters ===
 +
 +  * Spear and pikemen, by forcing to disrupt, or even just killing them in place while hit'n running
 +  * Javelin cavalry with their speed advantage not being useable (and being less cost/​efficient)
 +  * Elephant with target spreading
 +</​WRAP>​
 +
 +<WRAP half column>
 +=== Countered by ===
 +
 +  * Light and heavy cavalry if uncovered (very short distance to run)
 +  * Covered archers and slingers by not getting in range
 +</​WRAP>​
 +</​WRAP>​
 +
 +==== Archers ====
 +
 +Long range troop
 +
 +<WRAP group>
 +<WRAP half column>
 +=== Counters ===
 +
 +  * Disrupted infantry (be it spear and pikes not in tight formation or swordmen not in testudo)
 +</​WRAP>​
 +
 +<WRAP half column>
 +=== Countered by ===
 +
 +  * Slingers if massed (outrange)
 +  * Cavalry when uncovered (by reducing their range advantage)
 +  * Siege, almost ineffective
 +</​WRAP>​
 +</​WRAP>​
 +
 +==== Slingers ====
 +
 +Long anti-mass troop
 +
 +<WRAP group>
 +<WRAP half column>
 +=== Counters ===
 +
 +  * Massed infantry
 +  * Better against siege than archers, but not skirmishers (otherwise mini siege > siege)
 +</​WRAP>​
 +
 +<WRAP half column>
 +=== Countered by ===
 +
 +  * Cavalry
 +</​WRAP>​
 +</​WRAP>​
 +
 +==== Heavy cavalry ====
 +
 +(read spear cav)
 +
 +<WRAP group>
 +<WRAP half column>
 +=== Counters ===
 +
 +  * Everything in one on one (except elephant), not that much for siege
 +</​WRAP>​
 +
 +<WRAP half column>
 +=== Countered by ===
 +
 +  * A few pikemen, a bit more spearmen
 +  * Javelin cavalry by hit'n running
 +  * Elephant
 +</​WRAP>​
 +</​WRAP>​
 +
 +==== Light cavalry ====
 +
 +(read sword cavalry)
 +
 +<WRAP group>
 +<WRAP half column>
 +=== Counters ===
 +
 +  * Uncovered siege
 +  * Ranged units if not well covered
 +  * Can't be hit'n run by javelin cavalry
 +</​WRAP>​
 +
 +<WRAP half column>
 +=== Countered by ===
 +
 +  * Spearmen, pikemen (making attacks not worth them)
 +</​WRAP>​
 +</​WRAP>​
 +
 +==== Javelin cavalry ====
 +
 +Fast hit'n run troop, close to infantry javelinist except for cavalry.
 +
 +<WRAP group>
 +<WRAP half column>
 +=== Counters ===
 +
 +  * Spear and pikemen, by disrupting them, or even just killing in hit'n run
 +  * Elephant with target spreading and hit'n run
 +</​WRAP>​
 +
 +<WRAP half column>
 +=== Countered by ===
 +
 +  * Javelinist by being less cost/​efficient
 +  * Light cavalry if fighting it
 +</​WRAP>​
 +</​WRAP>​
 +
 +==== Archer cavalry ====
 +
 +Long range cavalry
 +
 +<WRAP group>
 +<WRAP half column>
 +=== Counters ===
 +
 +  * Everything that can't get in range (melee infantry, javelinists)
 +</​WRAP>​
 +
 +<WRAP half column>
 +=== Countered by ===
 +
 +  * Everything that can get in range (archers, slingers, light cavalry, javelin cavalry)
 +  * Almost ineffective against siege
 +</​WRAP>​
 +</​WRAP>​
 +
 +==== Elephant ====
 +
 +That mastodont
 +
 +<WRAP group>
 +<WRAP half column>
 +=== Counters ===
 +
 +  * All melee units (less for pikemen)
 +  * Siege
 +</​WRAP>​
 +
 +<WRAP half column>
 +=== Countered by ===
 +
 +  * Javelinists,​ javelin cavalry (good)
 +  * Archers, archer cavalry (medium)
 +  * Slingers (somehow)
 +</​WRAP>​
 +</​WRAP>​
0adsv/counter_scheme.txt ยท Last modified: 2017/07/11 11:49 (external edit)
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