[quote=""KingKaramazov""]BTW Cyclo, this patch was not made or affected in any way by BHG.
The patch was more or less put together by Wacko, Milo and a group of 8 expert players including NP, Luigi, and Parfait.[/quote]
Good point, but I imagine they are still in the approval loop. The final say so has to go through someone.
[quote=""Macabee""]
The Eagle range was reduced from 14 to 12 - it's not attack that was reduced. The reduction in the WC's aura from x3 to x2 does cut early shipments so that offsets the early game. In fact, the slower age up politicians are much more attractive in the patch. [/quote]
Yea I misread that. Even more painful nerf than damage. Their early fortress strength (before massing) depended on being able to hit and run. Hard to do that if you cannot out range them. The mercenary shipment is still hard to obtain until late game.
[quote=""KingKaramazov""]Yea, ERK will still be good at what they are meant to do -- kill cav, but they won't be worth massing any longer, which is great IMO.
Coyotes will be much stronger though.[/quote]
Do you think? I think pumas will be used more. Obviously not jaguar knights (to slow and less damage to cavalry now so countered by LI hard). At least pumas can get a 5 speed with shipment and built out of same building as maces / coyotes.
Based on these patch notes, all skirmisher type units will get a x2 bonus to eagle knights and a x1.5 bonus to dragoon type units (x2 x 0.75 = 1.5). This does not seem fair. Maybe they have a special line item versus eagles that was not represented in the patch notes. As it is now, skirmishers counter eagle knights, maces (out range & out damage), jaguar knights, and skull knights. So what can the Aztec do versus a light infantry spam in the next patch, coyotes or Arrow Knights?
Arrow knights do not do anywhere close to enough damage to hurt skirmishers and coyotes do not have enough ranged resists. Perhaps they will do better in next patch versus light infantry, but the skirms can still hit and run enough to hurt the coyotes (slower than cavalry even with shipment) and if not, just make a hand full of cheap pikes to keep in reserves.
An army of skirmishers and a handful of pikes will destroy Aztecs. Add in some cannon if you want to force them to make arrows or coyotes…
It is a good thing they will have such a strong Colonial, because I do not see them getting out of it (or even needing to).
[quote=""I__CHAOS__I""]nice review Cyclo!
I think aennas will be ok now. There are other units who can't hit and run, it's a matter of adapting your play-style a bit. They have 5.0 speed, make use of it! 110 HP (+ chief aura) is nice for a bow-unit as well, so they can actually stand still and fight longer.
Iro can also just spam shipments in age II like no other can.
I think they have up to 7 military shipments in age II, and they can usually grab a TP in age one. Combine this with a fast age up and a free warhut, you have a serious Colonial strength.
The FF hasn't changed much. Although the FP spam got nerfed hard (which is good) they have alternatives. And don't forget they can do as good as France when it comes to natives!! (plus they have those scouts that are un-countarable now)
I will def give Iro a try, I've loved em since day 1, but they always were too OP or one-dimensional in the past, I think those days are over now

[/quote]
Good points, I just can never seem to get arrow units without hit and run to work. That includes longbows in colonial (before you can mass them). It seems the less micro you use, the better they perform…
[quote=""StrokeyBlofeld""]Nice overview cyclo. Have you posted this over at AS?? Wonder what the experts responses would be......[/quote]
Nah, I only have time for posting on one forum right now, much less arguing with a bunch of experts.