About what promotions to use?
chariots, horse archers, knights, calvery: Flanking is very nice here. With these promotions, it is harder to kill them as long as you are on the attack. If you are attacking with flanking 2, you have a 40% chance (check me on that) of retreating. THIS IS HUGE. It is also good to give one or two of them a medic promotion so they can run 2 squares to a hurt unit to help heal.
Cats, Cannons, and Artillery: Drill, Drill, Drill. The Drill promotions give first strikes. I have seen catapults take down knights with Drill 3. If you are using them as expendable units anyway, make them deal as much damage as possible before they die. Mine get as many drill promotions out of the gates that I can give them.
Infantry: Depends on what you are fighting. In the age of gunpowder give them combat 1 + pinch. Fighting lots of archers: cover. Look at what you are fighting and promote to suit.
This is a rule of thumb I use. Fit to your needs accordingly.
chariots, horse archers, knights, calvery: Flanking is very nice here. With these promotions, it is harder to kill them as long as you are on the attack. If you are attacking with flanking 2, you have a 40% chance (check me on that) of retreating. THIS IS HUGE. It is also good to give one or two of them a medic promotion so they can run 2 squares to a hurt unit to help heal.
Cats, Cannons, and Artillery: Drill, Drill, Drill. The Drill promotions give first strikes. I have seen catapults take down knights with Drill 3. If you are using them as expendable units anyway, make them deal as much damage as possible before they die. Mine get as many drill promotions out of the gates that I can give them.
Infantry: Depends on what you are fighting. In the age of gunpowder give them combat 1 + pinch. Fighting lots of archers: cover. Look at what you are fighting and promote to suit.
This is a rule of thumb I use. Fit to your needs accordingly.
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