Tatar Trebs [DE spoilers]

The Tatars get 2 bonuses which affect their trebs:

  1. Units deal +25% damage when fighting from higher elevation.

  2. [Imp UT] Timurid Siegecraft: Trebs +1 range.


The elevation bonus allows:

  1. Trebs to 2-shot other trebs (from high ground; only counting shots which hit). Trebs usually 3 shot other trebs (from high ground or level ground).

  2. Trebs to kill castles in 1 less hit (7 hits instead of 8, a for completely unupgraded castle). FU/Byz Castles are killed 2 hits sooner.

  3. Trebs to kill various other buildings in 1 less hit, depending on upgrades (e.g. TCs are killed in 1 less hit only if the TC has masonry or architecture).

  4. Trebs to 1-shot a number of elephant units (non-elite battle elephant; non-elite balista elephant; elite balista elephant without bloodlines; non-elite elephant archer without bloodlines).


The Imp UT is a bit boring. It only upgrades one aspect of the Treb (+1 range), unlike the Britons (who get 100% accuracy AND splash damage) and the Japs (who get faster packing/unpacking AND 25% faster firing).

I think that Timurid Siegecraft should have a second component. I would propose: additionally gives +20 pierce damage. This would:

  1. Not change the number of hits needed to kill a treb (although it would mean that repair villagers would have to work more to repair trebs).

  2. Occasionally some buildings (depending on upgrades) would be killed 1 hit sooner (e.g. a house with masonry would be killed in 2 shots instead of 3).

  3. The following would be killed in 1 shot: non-elite Turtle Ships; Saracen transport ships; Elite War Wagons.

  4. Rams and Siege Towers would take 20 extra damage from trebs.

submitted by /u/slothismysin
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