![]() On Hills A/D+30 Force Field (A unit with this skill absorbs damage points by 2, up to a minimum of 1 damage point.) On Hills A+60 on Rubble D+50 in Forest D+80 on Plains D+80 Frenzy (Deals 50% damage to enemy units within 1 tile range of unit on top of damaging targeted unit.) On Hills A+60 on Rubble D+50 in Entrenchment D+80 Reactive Armor (Cannot take more than 4 damage per attack.) Blast (Gains +6 attack for each space closer to opponent ignores stealth.) In Bushes A+40 in Forest A+50 in Houses D+40 on Rubble D+50 "Stealth on hills" Force Field (A unit with this skill absorbs damage points by 2, up to a minimum of 1 damage point.) On Hills A+30 on Plains A+30 on Plains D+40 in Forest D+20 Reactive Armor (Cannot take more than 3 damage per attack.) "Stealth on plains" Force Field (A unit with this skill absorbs damage points by 2, up to a minimum of 1 damage point.) Plains A+20 Reactive Armor (Cannot take more than 4 damage per attack.) Plain D+14 Blast (Gains +6 attack for each space closer to opponent ignores stealth.) *In the update of version 0.17(), heavy infantry class is featured with terrain defense bonus, instead of previous attack bonus on plain. Heavy units should primarily used to dispatch the enemy's ranged units and fast units, with care being taken to avoid both artillery units and light units. Once a player begins and facing the Progressive Era's (and beyond) units, battles change significantly, without any terrain bonuses and much greater emphasis unit bonuses. They have now ranged attack and high damage, but are not guaranteed to kill both enemy ranged units and artillery units in 2 hits due to ranged unit's and artillery unit's defense bonus against them and artillery unit's ability Dug-in. They can focus on light units due to Stealth but are still vulnerable to both ranged units and artillery. Heavy units will get the skill "Blast" starting in the Industrial Age only used for the howitzer which they gain increased damage, also ignore stealth (Light Unit's ability) and each field to target from close it. Heavy units at the Colonial Age have a range of 2 and from the Industrial Age a range of 6. Heavy units and also fast units have the highest defense in the Colonial age which they cannot be easily countered. They can also retaliate against ranged classes if enemies are attacking with melee attacks against them. However, heavy units are countered by both ranged units and artillery units who have bonuses against them and also heavy units cannot escape from ranged units and artillery units, making them vulnerable and generally ineffective against both ranged units and artillery units due to their moderately low speed and moderate attack.Thus, the light unit is an ideal replacement to heavy units if the opponent is using ranged units or artillery units.Īfter the Late Middle Ages, some heavy units have simple ranged attacks which allows to attack both enemy light units and fast units without fear of retaliation. Due its high defense and defense bonus on plains, heavy units are should used against any other melee units. Heavy units are very effective at defending and can protect both ranged classes to eliminate enemy attackers, such as light units and fast units. By forming a defensive line next to certain terrain obstacles, such as impassable water, the Heavy units can effectively protect the units behind (for example both ranged units and artillery units) the line, or block the path altogether. Before the Progressive Era, it is effective against light units and fast units as well. They have the highest defense but moderate attack and moderately low speed compared to same-age units.ĭue to its moderately low speed, the Heavy Units are seldom used as an attacker, and is most often used as a defender. They receive defense bonus from plains, they gain a defense bonus against light units. Up until the Progressive Era, they are usually the fourth unlocked unit. Heavy units ( ) are the "heavy armored" class of military units.
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