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Unit Counters By _NiNjA_WiSeMaN1 First, I know that there are many people that dont look at unit statistics

so heres a basic how to for unit statistics before I type out all the counters: When you click on the unit, in the bottom left corner there will be a picture of that unit with some statistics by it. At the top is the health bar which below it says how many hit points your units has. Below that is a picture of what looks like a sword, next to the picture will give the given units attack, for example the paladins attack is 14+4 which = 18 attack Below the attack is a picture of armor that is where, you guessed it, the units armor is displayed. For every unit there is regular armor/pierce armor. For instance the paladins armor will say 2+3/3+4(regular armor/pierce armor),which means when a melee unit such as a champion attacks it since the champion has 13+4(=17) attack you minus 2+3 regular armor (=5), so each hit of the champion does 12 damage to the paladin. All units that fire projectiles (including towers, but not including orangers, bombard cannons, Mamelukes, or throwing axemen) cause pierce damage. All others (such as the champion as represented before) cause regular damage. If for example an arbalest who has 6+4(=10) attacked a paladin which will have 3+4 (=7) pierce armor, the arbalest will do 3 damage pet hit (10 minus 7). Below armor is range, which is displayed next to an archery target symbol, which is pretty self-explanatory. The attack minus armor tells u the damage for most attacks, but some units such as halberds or camels have hidden attack bonuses vs some other units. After you subtract the armor from the attack, then just add on the attack bonus that a unit may have. Keep in mind that Attack-Armor, if 0 or negative, still does 1 damage. Barrack Units Champion: Good vs: Halberdiers, skirmishers, rams, camels, hussars Bad vs: Arbalests, cavalry archers, hand cannoneers, paladins, scorpions Attack Bonus: None Halberdiers: Good vs: Paladins, camels, hussars, all non-ranged mounted unique units Bad vs: Arbalests, cavalry archers, hand cannoneers, champions, scorpions Attack Bonus: Halberdiers: +32 vs all mounted units (exceptions: +60-Elephants, +18-Cataphracts, +16-Camels Pikemen: +20 vs all mounted units (exceptions: +48-Elephants, +6-Cataphracts, +11-Camels Eagle Warrior: Good vs: Arbalests, skirmishers, cavalry archers, halberdiers, rams, onagers Bad vs: Paladins, hand cannoneers, champions Attack Bonus: +8-Paladins, +10-Monks, +5-Siege, +8-Rams Archery Range Units Arbalest: Good vs: Champions, halberdiers, unique infantry units with low pierce armor, hussars, hand cannoneers Bad vs: Paladins, scorpions, onagers, rams(meant to draw fire so other units dont get damaged), skirmishers Attack Bonus: None

Skirmisher: Good vs: Arbalests, cavalry archers, hand cannoneers, and all unique archer units Bad vs: Champions, halberdiers, hussars, paladins, camels, rams(meant to draw fire), onagers, scorpions Attack Bonus: +4-Archers (all) Minimum Range: 1 Cavalry Archer: Good vs: Champions, halberdiers(when massed), cannoneers Bad vs: Paladins, camels, skirmishers, halberdiers(when not massed=less then 30 cavalry archers), rams(meant to draw fire), onagers Attack Bonus: None Hand Cannoneer: Good vs: Champions, halberdiers, all unique infantry units Bad vs: Paladins, arbalests, skirmishers, cavalry archers, rams(used to draw fire), onagers, all unique archer units Attack Bonus: +10-All infantry Stable Units Hussar: Good vs: Skirmishers, Onagers, Rams Bad vs: Everything else Attack Bonus: Hussar: +12-Monks Light Cavalry: +10-Monks Paladin: Good vs: Champions, Arbalests, Hand Cannoneers, Skirmishers, Cavalry Archers, Orangers, Rams, Scorpions, All infantry and archer unique units (except Teutonic Knight) Bad vs: Halberdiers, Camels Attack Bonus: None Camel: Good vs: Hussars, Paladins, All unique mounted units (except War Elephants, Cataphract, and Mameluke), cavalry archers Bad vs: Champions, Halberdiers, All unique infantry units Attack Bonus: +16-Malmalukes, +18-All other mounted units (except Cataphracts) Siege Workshop Units Ram: Good vs: Archer units (to draw fire), Scorpions (to draw fire), Scorpions (to kill), Onagers (to kill), Trebuchets (to kill), All buildings Bad vs: All hand-to-hand units. Champions and Eagle warriors have attack bonuss vs Rams Attack Bonus: Siege Ram: +40-Siege, +200-Buildings(with siege engineers tech), +240-Buildings(w/o siege engineers tech) Capped Ram: +40-Siege, +150-Buildings(with siege engineers tech), +180-Buildings(without siege engineers tech) Onager: Good vs: All ranged units

Bad vs: All fast hand-to-hand units, All medium speed hand-to-hand units (low-lag game) Attack Bonus: Siege Onager: +65-Buildings, +18-Siege Onager: +45-Buildings, +18-Siege Minimum Range: 4 Scorpions: Good vs: All hand-to-hand units with low pierce armor, when massed(40 or more) can kill units with high pierce armor as well Bad vs: Onagers, Enemy army with rams followed by other units, Rams themselves Attack Bonus: +8-Elephants, +2 rams, +4 buildings Minimum Range: 4 Special: Darts damage everything in their path Bombard Cannon: Good vs: Onagers, Buildings, Trebuchets, Scorpions, Rams(when shooting and rams are not moving) Bad vs: All hand-to-hand units, Rams(when being hit) Attack Bonus: +120-Buildings, +160-towers, +20 Siege, +40 Ships Minimum Range: 5 Castle Units Trebuchet: Good vs: Buildings, can work well against Onagers and Scorpions if u manually control it: Bad vs: Any non-archer unit that attacks it Attack Bonus: +250-Buildings Minimum Range: 4 Petard: Good vs: NEVER MAKE A PETARD IN DM Bad vs: NEVER MAKE A PETARD IN DM Attack Bonus: Not enough to excuse you ever making one. Technically three petards can make a hole in a wall but 240 food + 60 gold to take down some wall pieces is hardly worth it, so again NEVER MAKE A PETARD IN DM Berserk: Civ: Vikings Good vs: Halberdiers, skirmishers, rams, camels, hussars Bad vs: Arbalests, cavalry archers, hand cannoneers, paladins, scorpions Attack Bonus: None Special: Recovers 20hp/min, a sooped up Champion Cataphract: Civ: Byzantines Good vs: Champions, Eagle Warriors, unique infantry units, Archers Bad vs: Paladins, Halberdiers (pikemen are fairly ineffective though), massed scorpions Attack Bonus: +12-All Infantry Special: +6 attack to units on adjacent tiles, An Anti-Infantry Cavalry unit Cho Ko Nu: Civ: Chinese

Good vs: Champions, Halberdiers, Hand Cannoneers, all unique infantry(except Huskarls), Camels, Rams Bad vs: Paladins, Skirmishers, Onagers, Huskarls, unique units with high pierce armor Attack Bonus: None Special: Fires 4 extra arrow that do 3 damage each (each will do 1 damage if other unit has any pierce armor), an arbalest that has more attack and can kill rams Conquistador: Civ: Spanish Good vs: All Infantry units Bad vs: Skirmishers, Onagers, Rams(to draw fire), Halberdiers (if they get close enough to attack), Camels, Paladins Attack Bonus: None Special: A Faster, stronger hand cannoneer Huskarl: Civ: Goths Good vs: All archer units, Halberdiers Bad vs: Hand cannon units, Paladins, Champions Attack Bonus: +10-All Archers Special: Can be built at barracks, Anti-Archer infantry Jaguar Warrior: Civ: Aztecs Good vs: All Infantry units, Rams, Camels, skirmishers, hussars Bad vs: Archers, Scorpions, Paladins, Hand cannoneers Attack Bonus: +10-All Infantry, Anti-Infantry Champion, with more attack/hp/armor Janissary: Civ: Turks Good vs: All Infantry units, Camels Bad vs: Skirmishers, Onagers, Rams (to draw fire), Paladins Attack Bonus: +3-Siege Special: Is a more powerful Hand Cannoneer Longbowman: Civ: British Good vs: All Infantry (except Eagle Warriors + Huscarls), All Archers (except Plumed Archers and War Wagons), Camels, Scorpions Bad vs: Skirmishers, Onagers, Rams (to draw fire), Paladins, Unique units with high pierce armor, Eagle Warriors Attack Bonus: None Special: Have more range then any other archer in the game (12 total), A super-ranged arbalest Mameluke: Civ: Saracens Good vs: All mounted units, Most unique infantry units, Champions, Rams Bad vs: Archers, Hand Cannoneers, Skirmishers, Scorpions, Onagers, Teutonic Knights, Halberdiers Attack Bonus: +12-All mounted units(except camels) Special: Is a camel with 3 range instead of 0 range Mangundia: Civ: Mongols

Good vs: Champions, Halberdiers, Camels(when massed), all unique infantry units (except Huskarls), Onagers, Scorpions Bad vs: Skirmishers, Huscarls, Mass Onagers, Paladins Attack Bonus: +5 attack vs siege Special: Is a faster-firing cavalry archer with 1 more attack and a bonus vs siege units Plumed Archer: Civ: Mayans Good vs: Champions, Halberdiers, Camels, all unique infantry units (except Huskarls), All archer units (except War Wagons), Hand Cannoneers Bad vs: Skirmishers, Paladins, Huskarls, Onagers, Rams(to draw fire), Eagle Warriors, Other units with high pierce armor Attack Bonus: None Special: Is a arbalist with 1 less attack, but fires faster, is cheaper, moves faster, has more hp, and has more pierce armor Samurai: Civ: Japanese Good vs: Champions, Halberdiers, Unique infantry units (except Teutonics, Jaguar Warriors) Good vs archer unique units if they can get close enough to attack, Camels, Skirmishers, Rams Bad vs: Hand cannoneers, archers, Cataphracts, things that are good against infantry, Paladins, Scorpions Attack Bonus: +12-All Unique Units Special: Is a champion with 1 less attack, but faster attack rate, more hp, and an attack bonus vs unique units. Teutonic Knight: Civ: Teutons Good vs: All hand-to-hand units that do not have an attack bonus vs infantry (includes throwing axemen and mamelukes), Skirmishers Bad vs: Archers, Hand cannoneers, Scorpions, Units with an attack bonus vs infantry units, Monks Attack Bonus: None Special: Is a champion with MUCH more attack, melee armor, and hp (can take down a paladin 1v1) Throw Axemen: Civ: Franks Good vs: Champions, Halberdiers, Camels, Unique infantry units that dont have high melee armor, Rams Bad vs: Scorpions, Orangers, Skirmishers, All archer units, Hand Cannoneers, Teutonic Knights, Paladins Attack Bonus: None Special: A weak Champion which has 5 range instead of 0, which makes them very deadly when massed War Elephant: Civ: Persians Good vs: Every unit in the game that is not listed under bad vs Bad vs: Halberdiers, Mamelukes, Scorpions, Monks Attack Bonus: None Special: The strongest unit in the game, can take any other unit 1 on 1. Is also very expensive.

War Wagon: Civ: Koreans Good vs: Archers, Champions, Unique infantry with low pierce armor, Scorpions Bad vs: Paladins, Camels, Halberdiers, Skirmishers, Orangers, Rams(to draw fire) Attack Bonus: +5-Siege Special: Is a cavalry archer with a slow fire rate, but high attack and insanely hit points. Also has very high pierce armor. Is quite expensive. Woad Raider: Civ: Celts Good vs: Halberdiers, skirmishers, rams, camels, hussars, Onagers Bad vs: Archers, Hand Cannoneers, Paladins, Scorpions, Units with attack bonuss vs infantry Attack Bonus: None Special: Is a very fast champion with a little more hp.

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