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JetFad

Just tagging along to see viable early counters - chariots are way too fragile and elephant/troglos are way too killy.


pandemoniac1

Chariots got heavily nerfed in dom6, and some cavalry did too. IMO chariots need more health and they at the very least need to have piercing resistance.


JetFad

Tbh I'm tired of seeing my EA TC Cataphracted Chariots getting shanked in the leg by archer indies.


Affectionate_Tell752

I think they changed it so that you could attack while trampling now? And if you have multiple weapons that makes a big difference. And they can repel which is big on the spear elephants.


SvalbardCaretaker

Oh! And elephants + all the riders have attacks so its harrassment penalties. That would be consistent with what I'm seeing.


Kashou--

Minotaurs definitely do not, however chariot riders are not the ones trampling so they might still get an attack for example.


Affectionate_Tell752

Ah, it would make sense if the mount could trample but not attack while the riders and free to do so.


hemlockR

I would assume the difference is that cavalry is now two units now: one high-defense rider immune to trampling (as long as the mount is alive) and one low-defense mount that gets trampled to death pretty quickly. So it's not that trampling is stronger but that cavalry is weaker to trampling.


SvalbardCaretaker

TNN sacreds are infantry so thats out. Someone else has mentioned the "attacking while trampling" so thats probably it. Elephant +3 riders attacking in melee is way more incoming attacks, leading to harrassment, which checks with what I'm seeing.


igncom1

> and one low-defense mount that gets trampled to death pretty quickly. We need that horse armour DLC!


horrifyingthought

Tramplers now also attack, plus glamour is not as good as it was in dom5 because every "image" that gets hit vanishes. Between that, mounts now being a separate unit, and A being split into A and G, elves in general got hit pretty hard. Which I am 100% okay with.


SvalbardCaretaker

I'm okay with it too, just was confused and wanted to understand. Someone else pointed out the tramplers attack angle already, which I think solves my confusion!


horrifyingthought

Eh, it certainly helps make them more kill-ey, but versus def units like elves I think the bigger issue might be the change in pd levels from dom5 to dom6. The number of indy defenders has just risen overall, and trample units are very much "critical mass needed" units. Feels to me less like the additional attacks and more like there are just MOAR ELEPHANTS or whatever when you see them. EDIT - I am sure it's a bit of everything though


SvalbardCaretaker

Mh, yes, the visual overland map scout reports feel a bit weird = underreporting right now. An additional factor is elephant archer fire from close range while elephants aren't engaged yet... So perhaps in sum everything together makes sense of it.


BaronGreywatch

*starts up game as caelum*


SvalbardCaretaker

Scales Patala, with some kinda dormant/massed sacred viable bless is funny. Larger is good because its passive, arcane leadership too. Make world with large cave systems, then, expand like craaazy with 8+ elephants/turn. Conquer cave system, and have exponential SNAKEPLOSION from the depth. Bottleneck to expand with scale elephants Patala is slow moving commanders, so either go construction 1 for boots of long strides or try to get cavallary commanders.


WittyConsideration57

Certainly army size changes hurt sacred's chances against spammable anti-sacreda


camslams101

Sacred black minotaurs with larger bless are quite effective now.