I'll admit right off that I believe it is, but I'd like to hear other people opinions on the matter.
In my recent games, I've been finding I play the same strategy over and over. Early game rush to kill my closest neighbor. Then farm/tech rush to cavalry, then rush everything on my continent with cavalry. This ultimately works so well because if you're the first one to cavalry and have 10 vetran cavalry units, you can mop the floor with any AI managed civilization.
The case for it being overpowered:
1) Its too fast. Cavalry is 6/3/3. You won't see another move 3 unit until modern armor comes into the game in the late modern age. IMHO it should be speed 2. I mean really, mech infantry and tanks move slower than cavalry?
2) It outmatches its comperable defensive unit. Musketeers defend at 4, cavalry attacks at 6. Cavalry can disengage. A pack of cavalry can take any city in the game if it outnumbers the defenders by about 1.5 to 1. Knights vs Pikemen was a 4/3 attack/defense. Cavalry/Musketeers is a 6/4.
3) The speed issue comes to the fore in assaults against conscript troops. Since cavalry withdraws, rather than fighting to the death, you can whittle down defensive units without taking losses on your own part. Additionally, since the defenders never actually kill anything, they don't get a chance to get upgraded in rank.
I'd make it a 5/3/2 if it were up to me, or alternately make it a 6/3/2 and make musketmen a 2,5,1.
Thoughts?
In my recent games, I've been finding I play the same strategy over and over. Early game rush to kill my closest neighbor. Then farm/tech rush to cavalry, then rush everything on my continent with cavalry. This ultimately works so well because if you're the first one to cavalry and have 10 vetran cavalry units, you can mop the floor with any AI managed civilization.
The case for it being overpowered:
1) Its too fast. Cavalry is 6/3/3. You won't see another move 3 unit until modern armor comes into the game in the late modern age. IMHO it should be speed 2. I mean really, mech infantry and tanks move slower than cavalry?
2) It outmatches its comperable defensive unit. Musketeers defend at 4, cavalry attacks at 6. Cavalry can disengage. A pack of cavalry can take any city in the game if it outnumbers the defenders by about 1.5 to 1. Knights vs Pikemen was a 4/3 attack/defense. Cavalry/Musketeers is a 6/4.
3) The speed issue comes to the fore in assaults against conscript troops. Since cavalry withdraws, rather than fighting to the death, you can whittle down defensive units without taking losses on your own part. Additionally, since the defenders never actually kill anything, they don't get a chance to get upgraded in rank.
I'd make it a 5/3/2 if it were up to me, or alternately make it a 6/3/2 and make musketmen a 2,5,1.
Thoughts?
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