Heavy Infantry
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Their job is to fight opponents' heavy infantry hand to hand.
Uses:
Uses 1. In a big battle, where you cannot wave Steam Giants due to facing enemy Mortars or Catapults and maybe not having enough free AP points, hoplites are best because they have a cap on the amount you can lose (134 when all slots filled on battlefield). Basically what happens when fighting with Steam Giants after each round the total damage taken by the Steam Giants are shared across all the alive steam giants in the battle (for example you have 1000 SG in a battle, they each have 184 hit points, you take a total of 16836 damage from the opposition side, some will die each round, the ones that are left each take a shared loss of about 20 hit points each per round, so after about 5 to 6 rounds you will start to see the number of SG dying increase as their hit points get under 50%, if left in long enough you can lose up to 86 SG every round). This is where it is good to send in Hoplites, they do not have to worry about a compounded Hit Point loss, as they die too quick, basically each round you will lose about 80-134). So what you need to think about here is the damage loss:
2. You need to use these with care when you are in a battle with many alliance players, as if someone is waving SG to keep down losses & you arrive the Hoplites will take the line before the SG, thus reducing our damage ratio. 3. Bug to watch out for ***** If you have hoplites fighting in a battle & they are Hep Forged, then another alliance member waves in some fresh hoplites that are not hep forged there is a high chance the non Hep Forged hoplites will take the line & battle till all dead.
They are the toughest Heavy Infantry in the game, but they also have the highest General/ damage rating when killed. The main reason l use:
Swordsman - (Generals 1.2) (Hit points 18) These are the only effective units to use in the flanks, never use Spearman they are too weak. You must always have flanks in place or his swordsman will run around your heavy infantry & kill your Long range fighters & artillery, then for heavy infantry, if this happens get out of the battle. In a normal battle you will lose 120 swordsmen every round (largest battlefield).
Archers & Slingers - Don’t use, they are too weak Sulphur Carabineers (SC) (Generals 4) (Hip points 12) (Munitions 3) These are the only long range fighters to use, but you must protect them. Maintain heavy infantry in front line, flanks on the side & artillery to take damage from balloons. If you do this you will never lose SCs. The only other issue to worry about for SCs is ammunition, as each SC will fire for 3 rounds. In a large battle 84 SCs will take the battle field at a time, ammunition is shared across all similar troops in one battle. So, if you send in 84 SCs, each round their ammunition will drop 33%, but if you send in 840 SC, each round the ammunition will drop 3.3%. So it is very important with SCs that you use at least 2 waves of them for long battles. For example, wave 1 – 252 SCs will fire for 9 rounds, wave 2 – 252 SCs can take over and you then wave out 1st wave of SCs.
Artillery has two purposes:
Rams - (Generals 4.4) (Hit points 88) (Armour 1) Rams are not very good at taking down walls, or killing heavy infantry, but are the best at taking damage from balloons, 30 rams can last between 4 to 5 rounds being attacked by balloons. Details about use:
Catapults – (generals 11.2) (hit points 54) (Munitions 5) Cats are the middle Artillery unit; they cause more damage than rams, & can take more damage than mortars. But they can't destroy walls over level 20. Details about use:
Mortars – (Generals 31) (hit points 32) (munitions 3) Morts are the power house killers in the game, but they lose us the most damage when killed. Never send Morts into a battle if you do not know what you are going to find. The war can be won or lost just from Morts getting killed. If you move them into battle & the other side has balloons you will lose a minimum of 12 in Round 1, more if you do not have Gyros to kill some of their balloons ( 10 x 31 = 310 generals which works out to 15,500 damage, which is the same as having 15,000 units of pillage taken. If it was 70 mortars killed, that would be 108,500 damage). Details about use:
Gyrocopter – (Generals 2.5) (hit points 29) (Munitions 4)
Balloons (General 5.8) (Hit Points 40) (Munitions 2) Balloons are very important, always use as they kill enemy artillery, which causes huge damage & also protects your own troops. The important thing to remember:
Doctors – help repair damaged units, they only help living units such as Hoplites, SCs & Swords. Doctors are a must with Hoplites. 30-40 docs should be enough with a medium size army. Cooks – These are vital units that keep up the moral of your fighting troops, in any battle you must always have 30 cooks to keep your morale up at all times. They do not have to be sent in with the troops in the same wave, l usually send them in wave 1 & leave them in for the full battle, and they will help all of your troops in that battle. If you send less than 30 your moral may drop, any more than 30 is just a waste. |