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    Age of Empires 3 State miltia vs Sharpshooters

    Age of Empires 3 State miltia vs Sharpshooters


    State miltia vs Sharpshooters

    Posted: 15 Nov 2021 03:04 PM PST

    hey so recently someone posted a comment comparing state militia to regulars, and i wrote a reply and when i was done i looked at it and realized it was half a fucking article in size, so i decided to just post some of it it as its own post here after some editing, as i believe the comparison if state militia vs sharpshooters is enough of a topic to warrant its own post

    both are available in age 2, if you send the long rifles card. since the long rifles makes sharpshooters available an age early AND upgrades the range of state militia this card is the card you send when you are playing heavy skirmishers, and from here you can pick whichever skirmisher suits you best. so lets compare them

    state militias gimick is that they are tanky and made to be frontline fighters, standing toe to toe against musketeers without the need or serious capability to kite effectively. their HP boost they get from each other caps in age 2 at 145 HP per skirmisher (almost as much as the regulars) and 30 ranged resistace, giving them an effective HP of 188 HP against ranged units AS LONG as you have a mass of at least 30 and the ability to maintain it throughout the battle. the total cost for these are 50 food and 40 wood, for 90 resources total. they have 13 base range, and 17 range after the upgrade card. and most notably, they have an age 2 shipment that sends 8 of them to get a solid boost to your mass

    max upgrades: 145 HP, 20% ranged (179 effective HP against ranged) 14 damage (i think) with either a 1.5 against heavy infantry (I'm at a work computer, just going off of memory here with my level 125 united states that i play almost exclusively)

    compare that to age 2 sharpshooters

    age 2 sharpshooters have 95 HP and 40% ranged resistance giving them 133 effective HP vs ranged without the need to mass (base state militia effective HP vs ranged is 149) and they have a base of 18 attack to the state militias 14, AND they have 2 things over the state militia, a HUGE range advantage, over not just state militia, but most units in the game that arent artillery. they have 22 base range, and get an extra range for the shadowtech to veterancy, and the upgrades to guard and imperial. they ALSO have a base multiplier of 2.5 against both heavy infantry AND ranged infantry, which is HUGE as it turns into 3.5 against heavy infantry after counter infantry rifling. with that ranged advantage they can kite all day long too

    previously, the sharpshooters were good, but outclassed by the state militia for 2 major reasons: cost and movement speed. state militia were EXTREMELY fast skirmishers with 4.75 movement speed at base, giving them over 5 movement after the arsenal upgrade. the other was the cost, as state militia cost 85 resources to the sharpshooters 110. also taking into acount that the state militias cost was weighted more towards food, whereas the sharpshooters cost less food than the state miltia, but a whopping 70 coin

    however with the tankyness and movement speed of the state militia reduced, and that rather significant 5 wood increase to their cost, the state militia and sharpshooters are more in-line with each other than ever before, and in fact i find myself generally prefering to mass sharpshooters, at least once i get to the third age.

    https://youtu.be/BPL0V5lg9a4

    this video in particular shows off the power of sharpshooters against lakota bow riders, who refused to even come near them because of the RIDICULAS range advantage they have other the bow riders. if i had gone state militia, it would have required an extra resource investment for the veteran upgrade, and likely would have ended with the bow riders just entering a straight up firefight with them, as in all honesty the bow riders are just tanky enough to get away with that. with sharpshooters i was able to kite bow riders and make it so they lost a chunk of their force before even coming in range of me

    in the second age in particular however, i would absolutley say the state militia is the go-to unit for dealing with heavy infantry and age 2 dragoons, as that tankyness is SO nice in age 2 and them costing small amounts of wood over larger amounts of coin makes them ideal for age 2 maco while you work your way towards the fortress age. it hasn't lost its usefulness, and them having a unit shipment SERIOUSLY increases their age 2 massablility. but you have to realize that the state militia isnt made for kiting, its made for front-line firefights. its like... the musketeers of skirmishers... if you will. i think once you get to the third age they are a little outclassed by sharpshooters, however treaty may be another story, as they do have the royal guard upgrade.

    as for standard military with the united states, regulars are still going to be used frequently just because they pair so well with gattling guns. previously united states was unable to do an effective skirm goon composition as carbine cavelry sucked and armands legion dragoons are difficult to mass as they require a fort.

    BUT with the sharpshooter range increase and the carbine cav buff, you may start to see people use them more often, as you can see from that video against lakota. its also important to take into account that later in the game food coin armies are much easier to maintain than food wood, as so many more units use that cost and you will have much more unit diversity

    this post is not an all encompassing message telling you to use one or the other, but i rather hope instead that it promotes conversation and discussion on I think a very interesting topic. the more i use them, the more i find myself preferring the state militia, ESPECIALLY now that USA can join the rest of the civs in making solid skirm/goon army comp

    EDIT: A comment below mentioned the face that sharpshooters fire at the end of their animation and take the whole begining of the animation to kneel just like how longbows wind up. however it seems this is no longer the case. it never appeared in the patch notes, so it must have been a shadow change. but they now immedietly pop into their shooting poses to fire and spend the rest of the animation reloading just like caroleans

    submitted by /u/buckshot371
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    Why the Hausa are great for turtling in Empire Wars

    Posted: 15 Nov 2021 10:37 AM PST

    So just looking at the starting resources chart it looks super bleak for Hausa. Very few resources, smallest number of Villagers, no free starting Wagon. However, the free Wagons you get from all shipments are insane! You get to build Universities and Palaces with them, which both can gather XP or Influence at a rate equal to roughly 1 Villager each in raw resources. They also grant very good build XP and are very strong buildings compared to other civs Wagon options. Most other civs get far less value overall out of their Wagons, while the Hausa get rewarded for booming and turtling early in this version of the game.

    Of course, anyone can turtle up like crazy with the insane amount of Wagons you get for Outposting up your base, but the Hausa get to drop a bunch of mini-factories all over the map this way. Here's what I've been doing myself:

    • Age up with Morocco (Mosque + XP tomes synergize massively in this mode)
    • 1st Shipment Gidan Sarkin (gets you your first Palace + University), alternatively ship Emir of Katsina for a War Camp/Watch Tower + first University + little bit of defense potential with the bonus Emir
    • Scout out enemy rush if possible
    • Set Universities to gather XP for the first 5 Shipments or so, then switch back to Influence
    • Eventually I like to ship University of Timbuktu for the +build limit (and later Palace of Amina if you didn't ship Gidan Sarkin, this equalizes your number of potential Universities and Palaces), but that's pretty dang slow and the payoff isn't necessary.

    And from there you can do a lot of different things. Mass up for a big Age 2 push, continue on to a later age (though slower than others due to low Vill count), boom with TCs (can build 2nd one starting in only Age 2 in this mode and aging up to 3 gives you a free TC Wagon, TCs also synergize with Universities), take over the Trade Route with Universities and Palaces, it really just feels good. Like I was saying in the Chinese Flamethrower Rush post, eventually you don't really have anything your free Wagons can do to contribute to your gameplan but with the Hausa that's not true! Even with your Palaces and Universities just chillin' in the corner they're still providing resources for the war effort.

    What about y'all, been finding the Hausa in EW to be too strong, too weak, or just right?

    submitted by /u/GideonAI
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    Me and a buddy 2v2d against someone in the top 300

    Posted: 15 Nov 2021 10:56 AM PST

    Hey there! https://youtu.be/BPL0V5lg9a4 This is a commentary me and my brother did for a game we played against a Lakota and Japan later

    We discovered the Lakota player is in the top 300 1v1 players

    Sub to my channel! I know we're not the top 300, but that's not the appeal of my channel!

    submitted by /u/buckshot371
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    How to beat Indians?

    Posted: 15 Nov 2021 10:53 AM PST

    Hey guys, India is super tanky and once they get to age 3 and get their Gurkha and Zamburaks it's over for me. Any advice?

    submitted by /u/EatingDriving
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    How do you change the “default” age in scenario editor?

    Posted: 15 Nov 2021 01:15 PM PST

    So for example, if I wanted age 2 musks and age 3 skirms, how would I do this?

    submitted by /u/Client-Gold
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