@@greatveemon2 but they are usefull if you want any Support from Civillian, but they must Walk into the Enemy so they can attack them, Remember they can only Handle weak Enemy like Archer, Spearmen, and Tunneler.
Honestly, they struggle against fast moving targets and when you're making catapults I assume you already have a nice army behind them so they don't get ran over It's just they put so much pressure on the opponent and no other unit can do that
but they are usefull because they can throw a cow and if the Enemy are Idle and you don't have Cheese Farm that have a cow, you can make them shoot the enemy by Throwing Rock at Them and directly hit the Enemy.
Knights are solid but it can be dangerous because if you make a ton of knights and half get killed by catapults, the player with the knights is out more gold thus making the counter an inefficient investment. Lol idk what I’m talking about, did that even make sense?
Not really because knights are more like a class in society than a pure military unit. they were the leaders and they ruled over small holdings. they were the backbone of feudal societies.
I agree! Slingers are hands down the best anti-rush defence. Cheap and no extra weapon costs, deal okay damage, 2-shotting slaves, they have okay survivability and melee performance and can even rain down rocks on and pose a mild threat to armoured foes in a pinch. Pretty much the only way to end a sizeable group of them is having archers around that early on, and you can simply back them up with a small elite detachment of archers of your own and maybe a shield or two.
To be fair, when people are asking about countering slaves they're probably more talking about trying to stop them from rushing and setting everything on fire rather than finding a way to kill them. To which the only real reliable way is to just have some patrols or maybe a QRF of Macemen, Horse Archers, or Knights to run them down and constant vigilance to spot a slave raid.
If it's a small area like your stone quarries or your farms then stacking 35 slingers on a lookout tower is the cheapest and most efficient way. If you need to cover more ground/resources, use the lookout tower but with archers.
@ze they will be dead long before they reach catapults if player has decent amount of them and if he is skilled enough to use them. The only thing that counters catapults is just more catapults
You can outsnipe cats (catapults) with tower ballistas ...of course, you need a lot of towers for it to be effective so let's say its a soft counter Hard counter probably fast moving melee units
Actually is better have mangonels on towers. For example in mission big one is more effective use mangonels (about 3 is enough 5 is better) also in lot of missions where bigger attacks come from one direction. I prefer mangonels.
@@PstruhovaAsistentka Mangonels are also great at annoying AIs when their castles are close to yours. Destroying the enemy's granary every couple minutes? *chefs kiss*
@@RadioactiveSherbet I am pretty sure mangonels are the developer intended solution for many of those very close encounters. the AI will spend all their money rebuilding their stuff instead of recruiting units.
Knights have actually become one of my favourite units. I get a bunch of them and then charge around the outside of my enemies castle and quickly destroy all the buildings that lie outside of the castle walls and cripple their economy. Then I send in my main attack.
I almost died laughing at your serious near robotic tone with the catapults I was thinking you're gonna say horse archers or something but nope "They're broken" lmao
Catapults can be countered with archers and tower ballistas... Actually the real broken is horse archer and tower ballistas... Horse archer in large group with high morale can counter knights and swordsman
@@ExilerZero Unless your opponent doesn't know what he is doing or only has few of them, no you can't take out catapults with anything other than more catapults. Your tower ballistas will be deleted with all your buildings in 2-3 shots and all your ground units will be dead when your opponent rolls in with hundreds of catapults.
i haven't played this game but I like your videos. this game really reminds me of Lords of the Realm 2 in a lot of ways, especially with the role Pikemen play as tanky melee units, and how moats work with melee units being able to fill them in.
Abbot send me around 1,000+ Monks vs 200 swords men and half of the monks if not were dead. Horse arches eat monks like a caveman that hasn't eaten in 100 years. I'm pretty sure if 1000 monks vs 1000 swords men sword men always win. Strongest melee.
@@kareem5653 no, swordsmen won't win, because monks deal bonus damage to armored units and has more damage, and also faster attack speed. Those monks can just stack and the swordsmen will be swept.
If ur ground isn't suitable for moat-digging to block the assassins, u can create double crenellations, assassins won't be able to climb, but the gatehouses are still vulnerable, placing some heavy infantry units above it will help
Usually I utilise same tactic for clear towers and walls defences, but if enemy stronghold is crowded with foes and machines you get decimated and the costs to replenish your forces is onerous
imagine what the game would be like if units were limited to one per tile and only friendly units can pass through (so they don't clog up walls as much)
Jeff jeff jeff can you make a video on: what's the ratio of production buildings to make it cost-efficient? I feel like the leather workshop and crossbow workshop got different ratio every game i put them down.
Mangonels will outrange catapults and 1 stone fragment is enough to instantly destroy them, really good for groups and if there's not a lot of them ballistas will handle tham. Trebouchets will outrange the mangonels though, but then the enemy could also just build trebouchets within his own castle.
Assasins actually do quite some bonus damage against knights. Maybe against Pikemen and Swordsmen too, cant remember. Probably not as cost efficiant as monks, but what is...
hey jeff love your content!! i have a good idea for encountering arabian swordsmen and any tank units which archers cant really kill... so, we place slingers ahead of the archers and the archers are to be in huge numbers.... so, slingers deal with tanks and archers deal with range while also assissting slingers...
add crossbow with max positiv fear to the horse archer they can oneshot them making it to a snowball effect and added fact: crossbows with negatic fear can struggle against slaves, as they don't oneshot them anymore then ballistas on towers are quite good against catapults as they can reach them quite easily and deal good damage next thing: pikeman are very effectiv against swordman or even knights going so far that a pikeman can win against a knight 50/50 with 50% attack difference (aka good fear vs bad fear) funny enough by monks, maceman technical are quite efficient over other melee units
best way to counter ANYTHING when you are attacking is Horsearcher. Also, never let horse archer stay still; their armor is moving and being hard to hit. Best counter to anything when you are defending is 1-1-1 mix of archer, arabian archers and crossbowmen; this ratio give you range, fire rate and firepower for each tower. counter against any siege weapon: horsearcher. 40 of them can destroy a catapult in 2 seconds and when the enemy has catapults together, just move to them and the horsearchers will melee attack them as well as firing on them basically, an army or horsearchers with a small core of crossbow men is an answer to anything. the only question is how many for each scenario, but 240 horsearchers that are always moving, supported by 60 crossbowmen for enemies that get close, will defeat any 300-600 army of another composition
Yeah tower ballistas and even the ground ones are supposed to counter them, and they do well when there's only a few of them Against a swarm of catapults though nothing can stop them except catapults or a bunch of units charging at them
Assassins are not "tanky" but tbh they really do NOT need to be. They can kill every single unit in the game 1v1 except for the top 3 iron units (Arabian/European swordsmen, Knight). If an enemy uses double crenelations and motes, I just send my Assassin to defend my economy fields, and they normally do an incredible job every time. The fact that they're invisible makes your enemy think your Bread Basket is undefended. Assassins can 1v1 any cheap troop in the game that gets sent over. If they send horse archers, Assassins already have enough movement speed to reposition themselves so they dont get caught if you keep up your macro and then I just replace them with some archers or horses of my own. They're kinda like the "Reapers from Starcraft 2" of Stronghold in a way. And they've been my favorite Unit for a long time
My solution against Catapult, or any siege equipment for that matter, is to have a fast-moving unit to destroy it. As for Portable Shield and Horse Archer, in my experiences going against Wolf and Saladin, their Mangonels can surprisingly deal with my Portable Shield and Horse Archer well, so well that I have to resort to bust some Catapults and Macemen on their towers.
So basically I just spam catapults to break the walls and buildings then I swarm them with monks. Defense as always is the magic mixture of moat laberynths and fire/arrows/bolts and some tanking units at the end
I beat knights by using archers and crossbowmen and i count catapults by using swordsmen try use crossbowmen and archers in towers together so they can beat units with high health
I would argue that knights roaming around unchecked spells disaster for unguarded archer blobs. High risk high reward unit to maneuver and use, but fun.
2:08 lol, i used to use slave to face caliph as copying his tactic during second level in crusader trail, but fail miserably, as his lumberjack massacre my slave units..
What about tunnelers? They have strong attack but weak hp as it seems a bit like assasins. They fair very well against units with low attack. I´ve read somewhere they are good against monks and slaves. I´m curious how they deal with pikemen, they beat spearmen with 20% hp 1 vs 1.
@@RiceaxeGaming Tunnelers are more cost-effective during battles: 0# higher atk and higher HP; 1# They cannot climb ladders, but they destroy 1 wall tile completely at the cost of 1 tunneler = more cost-efficient VS: About 5 to 10 spearmen are lost when climbing ladders. 3# Tunnelers cannot dig moats, but pikemen do. And are very effective in conflict situations. 4# keep your spearmen {+- 10; costly slave} to dig your moat safely @home I personally... Use slaves {Arabian Lord} in the beginning, despite being European IRL, because they are great moat diggers. When attacking, Pikemen are great in bigger numbers {40} due to archers. They also dig out moats and climb ladders + take several hits from Lords!!! 6# Once the moats are dug out, spearmen get reused by me as cheap moving meat shields to hold off bigger melee armies {make archers even more useful}. 7# If I cannot build pikemen, nor knights - I use spearmen in groups of +-15 at the minimum, because they let you play 'a more active role' during battles, than "just watching archers pick off enemies". CONCLUSION: 8# Use tunnelers to use as tunnelers, or as "spearmen" in great quantities, without all the hassle needed of having to make one.
Tbh nothing beats an early archer rush to maximize pressure and then building up more archers and catapults, to finish the lord a bunch of assassins will do the job. So far that strategy works wonder for me against almost any AI except for the Wolf sometimes.
U are never going to play only catapults. Its alwas catapults+horsearchers+shields. Its a unit that never comes alone. But you are right in terms of one unit againist one unit
Mass Fire ballista is probably worse than mass catapult cause it doesn't use stone to fire, most games your catapult spam is limited by having 2-3 quarries..
Maybe there's something wrong with my game but you can't counter horse archers with armored horses just because horse archers shoot while moving and have the same speed as armored horses
Yeah true, you're hoping to corner them somewhere, it works because knights take no damage from horse archer arrows But still, other melee units can destroy knights. Horse archers are one of the hardest units to counter, that's why there's so many of them online lol
@@Jefflenious I take it a little bit further. Since they can't attack walls, I set up a small labyrinth full of wood spikes and pitch. Because I love horse archers that much ❤️. Or just set wood traps everywhere. If the map gives me enough space, Mangonels. Good for the bastards
I'm the only one that counter catapults using maceman in suicide rushs?? cause even if the backup army is big 20-30 of them will do the job also, catapults need to stay static in order to shot, and then tower ballistas melt them. just build enough
A large number of cataputls is not countered by anything really xD (besides maybe another large number of catapults... lol) they can even volley down knights and i assume you have some support with them top deflect small amoutns of untis comin through