I guess harassing is the same as being annoying right? Hope you guys enjoy this one! Here's the link to tier list maker: tiermaker.com/... Join my Discord server: / discord
For me, Fire thrower is tier S if the enemies are Caliph, Saladin and Emperor Frederick. I usually built Ox tether inside their castle, then their fire thrower starts throwing fire and make their castle & troops burnt.
This is how I've been using them too. As soon as the ranged units are picked off from the towers I move a couple of fire throwers next to the walls and order them to use area of effect attack over the walls. Their fireballs will set buildings on fire IMMEDIATELY if it lands on them, its actually incredible if you want to ruin a Wolf or Saladin who had way too much time to build up his economy.
I quite like using the mangonel as a harassment weapon. I tend to find that a tower ballista is more reliable if I want to be purely defensive with my tower, but if my base is close enough to an enemy base, I might just pop a couple of mangonels on my towers and set them to target the enemy base, not necessarily any buildings in particular. The constant peppering of rocks on their keep will put stress on the enemy, the odd destroyed building here or there, couple of units killed here or there. Sometimes you can even bring down a big tower with this method, and if you're eagle eyed about it, you can keep it as a ruin so that they can't rebuild it.
I could be underestimating mangonels since I don't use them very often, But I always felt like the AI isn't even bothered by it unless your other ranged troops have completely taken over their castle! But even without anyone else's interference if you give them enough time they will get the AI out of the game eventually!
@@Jefflenious if you are in range of an AI castle, 2 mangonels plus tower ballistas/archers will shut them down for the rest of the game mostly on their own. although the ballistas might not even be neccessary. the constant random scattershot kills workers, units and buildings all the time, and the AI has a hard time recovering at all because of how it prioritises things I feel. It will attempt to reproduce at least some defensive units, while also needing to constantly replace its buildings, and has random workers killed, sometimes returning ones. Its not exactly a precise method, but it does work. I suggest you to try it out 1v1 against something like a snake AI, the defense effort required before the magonels shut them down is usually tiny, and it can help in missions. the big problem is the huge cost in stone, its a big investment and needs to pay off. a human player would instantly game over you with a few assassins.
9 mangonels firing on an enemy will bring him to his knees. I have used it on the Wolf, Lionheart, Saladin, etc and all die. Too many flying rocks. They waste resources repairing their castle and eventually kill themselves
For me, mangonels are definitely an S tier. If you're close enough to enemy, you can set up 2 or 3 of them and they will effectively shut down a single AI. Also it's a 'set it and forget it' type of setup, once you order them to attack near enemy keep you don't have to manage them until the end of the game. They're so stupidly good that it sometimes feels cheesy using them.
@@joeessen1059 it does cost them to replace though and the claim of 2-3 mangonels shutting down an AI is accurate in my experience, i do that all the time
@@joeessen1059 they repair only stone walls, and it does cost them, they always prior the walls, they just run out of resources and never come back repairing the damaged castle, rebuilding structures and walls.
@@FF-pv7ht wrong. Walls do not cost the AI. The Ai will repair walls only if it has the available amount of stone in the stockpile, however, the stone is not deducted from the stockpile.
I love tormenting AIs by spamming mangonels within range of their castle, and setting them to continuously fire on them. I particularly enjoy watching to see which peasant or soldier can die in the unluckiest way. So far, my favorite is an archer walking out the gate and immediately getting a mangonel rock to the face. Like, he was on the tile right next to the gate when he got hit.
I hope you keep coming up with new things to show us, how SHC was ahead of it's time. Really have been enjoying the content you upload. wish that firefly make a SH game which would be blockbuster popular, and we see the glory days of SH again.
@@Jefflenious well, get slingers and shields close to enemy walls and harrass archers and then get some melle units to kill enemy lord. Works on richard in early game
slingers are good as massed defenders or support units with archers, or as assaults if you have lots of gold, just build a siege tower and let them mass on the enemy walls and towers...
I always consider slingers as cheaper version of crossbowmen. I often use them in conjuction with crossbowmen to guard walls and towers. if an enemy attacks my castle, the crossbowmen will deal with the approaching enemies, and slingers deal with surviving enemies who managed to reach and hack my walls.
omg, I have totally used the lord on some occasions too! Especially when I'm too broke to whip out units quickly and just need to get some things out of the way. Works best in the very beginning when not that many units are on the map. But man is it hilarious to just send your lord out there to take out some buildings. I haven't thought of using assassins to take down buildings before actually. I will definitely have to try that out
Mangonels are really useful in some campaign maps- allowing you to quickly start destroying bot's economy by making them constantly rebuild their buildings- especially walls and towers (occasional units) while you're building up your own castle- a sort of 'softening them up' before an actual attack, especially if there are other potentially more important bots/there are other enemies in the way, in which case it can allow the mangonels to fire for quite a while. Good examples of this being missions: 41, 62, 68, (both Sheriffs) 70, (Wazir and Sheriff) 73, (Nizar) 77, (second Emir) 78, (Caliph)
For me horse archers are the best option I just put them on patrol in front of the gates this slowly destroyed the army and economy or just put a wood cutter infront of the gate :)
I remember watching my brother playing stronghold crusaders for first time and he was using the king and he was like that’s the best unit that I have and was surprised when he lost T-T
lmfao love it - i used assassins to kill buildings primarily all the time :) theyre also great at defenses especially against other assassins as they dont need to walk out of a castle to get to the enemy, they simply drop on them and of course in sieges very tiny amounts of assassins can do wonders clearing up crossbowmen and siege engines on towers, not that one would need that with catapults existing, but still
i really like the fire thrower if they can be kept alive target the pathways they walk in or the set ablaze multiple building too closely together. Problem is they have the longevity of a slave amd the cost of swordsman
Fire throwers are a DEFENSIVE unit and should be used as such. For offense - basically no range and too high cost, better use slaves or even better, fire ballistas
fire throwers are godly defence units. put 5 of them in a high tower with the stairs dismantled in the center of a buffer zone and watch them destroy all the invading swordsmen that manage to get past your walls
Trebuche all day long. Set it up comfy within your own domain, wall it from danger, put some guards and watch it lob boulders at the opponent like bowling ball
My favorite is mangonels. any opponent that is remotely close to my walls is pretty much doomed.. I just do the attack ground and they clear up everything that's there often whole castles if you give it time.. It's also fully automatic and cost nothing to operate(Trebuchets rocks cost stone and you have to manually attack for it to be efficient).
no one actually uses battering ram cuz everyone use catapult anyways also if u need battering ram u will need heavy infantry with them, their main uses are for battering walls or gates after all
Sorry, but why are crossbowmen b tier? You said you will rank them by their ability to destroy buildings. Crossbowmen are slow and deal terrible damage, so why are they in b tier together with monks and spearmen?
Not everyone is based on "building damage" though, for example archers are not just there for bombarding buildings, they're really good at moving in > killing workers and causing havoc > running away when opponent reacts But with that being said, crossbowmen are still in a really weird spot, I couldn't figure out where to put them! Because when you get crossbowmen, you don't really want to split them across the map to harass, you'd want to gather them all up for a really strong army But still, I thought B tier for a ranged unit is good enough no matter how terrible it is
@@JeffleniousI agree with you. Crossbowman is not perfect to harass / war of attrition with the enemies. Too expensive, too slow rate of fire than archers. But I always save my Crossbowmen later when I need to siege enemy castle. Crossbowmen & portable shield = havoc
I have a question and it killing me to know it for years that if you use all horses in one stable does it automatically produce new horses because for me it doesnt and thats why i never used knights.
Here's a thought about Arabian Swordsmen and determining whether using them (or any unit) to harass the enemy is worth it: Your economy will probably better than that of your AI enemies, and that can change whether an attack is worth it. For example if you have 8000 gold and your enemy has 4000, and you want to harass the enemy in a way that benefits you. Now imagine if your 80 gold (1% of your money) arab swordsman does 80 gold worth of damage to the enemy economy (2% of their money) before dying, for example. Without the economic differences, this would be an even trade, but now if you do this 100 times instead of once, you'll lose 4000 gold (half your money) and your enemy will lose 4000 gold(all of their money). disclaimer: i'm not actually defending arab swordsmen as harassers, but the idea of losing as much money as your enemy. I don't think the average arab swordsmen harassment would cause even close to 80 gold in damage per unit, unless you send enough to also kill the lord while you're there. Also I suppose the enemy wouldn't lose (much of) the money they already have, but the money they were going to make in the future, but the principle still stands.
Do you consider running spearmen for this? Or slowly walking spearmen. Do they walk faster than monks? I really like that they can properly run outside of Aggressive stance now.
Assassins are weird unit as long they're invisible, they're invulnerable. You couldn't take them down no matter how much arrows rain over the enemy's keep.
I find they're really shit until you get a certain amount of them which becomes an unstoppable force that will out dps any army as long as you're not standing on fire. I've never got much done with less than 100 ish.