If micromanaged effectively a group of six to ten Cavalry Archers is nearly invincible if the foe is in the start of the Castle Age or end of the Feudal Age. Due to their cost reduction, Huns can easily flood the opponent with Cavalry Archers and barely lose any. Their cheap and powerful Cavalry Archers make for devastating raiders, with the range of an Archer and speed and durability of a Scout in one package. However, they are at their strongest in the Castle Age. Huns can do standard Dark Age rushing (drushing) and Feudal Age rushing (flushing). They can easily fulfill most early game strategies, but become less versatile in the Imperial Age, so ending the game quickly is important. Due to not needing houses they have a more flexible start, and can boom without worrying about population blocks. Huns are easily one of the most dangerous civilizations in the game, but they are also one of the hardest to use right. This lack of flexibility in their army composition can easily put them at a disadvantage. While the Huns remain viable in the late game, they are generally very predictable as their only strong Imperial Age units are Paladins, Trebuchets and Heavy Cavalry Archers. If an opponent builds a large number of (bombard) towers near the shore, a naval attack is almost impossible. Being the only Old World civilization missing the Cannon Galleon in the Forgotten expansion is a critical weakness in maps where water is common, as this causes naval invasions to be much more difficult. Being unable to research Redemption would mean that the Huns can never convert any enemy Bombard Cannons. Such situation would likely put the Huns in great disadvantage in facing a civilization with other gunpowder units. They are short of gunpowder units, having only Cannon Galleons (which is removed in The Forgotten), Petards and Demolition Ships. Instead they should spend them on more units to constantly attack the enemy so they won't have the chance to attack in the first place. As such players should not spend resources on building defensive structures. They are only slightly better in defense than the Goths or the Cumans since Huns do have access to Stone Wall and the Stone Gate. They have a pitiful defense that can be easily broken as they lack Guard Tower, Fortified Wall, Hoardings, Arrowslits and Architecture. In addition their siege weapons are lacking, missing the Onager, Heavy Scorpion and Bombard Cannon. Their infantry are weaker as they lack the Plate Mail Armor and Champion upgrades. The Huns' faster stables allow them to replace lost Paladins faster. Their Trebuchets are more accurate than those of other civilizations, which aids them in destroying enemy buildings or siege weapons from a distance. Cavalry Archers are cheaper than normal for the Huns, so they will likely make up a large part of a Hunnic army. They have effective cavalry since in addition to Tarkans they can build Paladins for heavy duty combat and Cavalry Archers for quick ranged support. Their unique unit, the Tarkan, is a fast and relatively tough cavalry unit that is great at destroying buildings and good at fighting archers, making them effective raiders. Since they don't need to build houses they are great at rushing since the resources and time spent on houses can be diverted to building an army.
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