An old discussion, which is worse - India or Japan.
Posted: Fri Sep 05, 2008 4:19 am
Okay, I believe whole heartedly that India are FAR lamer than Japan, there was a vote on this a while back and to my amazement there was a lot of people voting against Japan.
I want people to elaborate, on how Japan could possibly be any lamer than India, or comments on how either of them are more OP than the other.
I am a Japan player in 2v2, often, which whilst lame is a fun combo and when people ask me to change I do.
NOTE. ALL THESE COMMENTS ARE REGARDING 1v1 GAMES.
As far as I see, the problems when facing Japan are:
1) Shrine boom potential
- The shrine boom can provide hefty amounts of resource, but is mostly used for making sure the Jap player can't get housed, and you have to be pretty insanely good to reap the benefits without getting surplus resource anywhere else.
2) Ashigaru
- Ashigaru are fast musk/skirms and have decent siege, they are of course a huge problem and decent troops, but slightly costly and if you hit their eco they can't be produced easily.
3) Yumi
- Yumi are damn good archers, they do their job - and very well, and in age 3 they do become demons, but most games don't go to age 3 now, so this isn't a huge point in 1v1.
4) Unraidability
- This is true to an extent, but not really. Wood IS raidable, and so is gold. This coupled with fightning next to the Japanese players TC will completely shut them down, fact.
Whereas India (aka the bane of my existence)
1) Wonders
- Agra fort, instant easy map control for anyone, regardless of PR - instant rax + HC point and very long range, also very strong in conjunction with a 10/10.
2) Sepoy
- 2 come free with the Agra fort and considering the Indias age time even these can mess a player up, but they are strong and takes only 5 or 6 to oneshot a villager, they also have a shipment card and are one of the most powerful musket units in relation to their cost they dominate.
3) Sowar
- cheap, easy, and have a card that provides you with 4, + an infantry modifier makes them really hurt and can turn the tides of important early game fights.
Even those 3 things are enough to turn colonial into the favour of someone you might even dwarf in terms of elo/pr and it is very effective.
Add into this the fortress of them, Mahout + Howdah, Mahout will decimate any infantry without high damage vs cav, way out of proportion to what their cost is (imo) and due to the high HP it means you have to fully kill it before the damage is reduced (in contrast to fighting say 3 Hussar).
Howdah = Light Cavalry (ELEPHANTS LIGHT?!?!) and completely decimate things such as Musket Riders far out of proportion to any other Light Cav vs Light Cav.
Urumi are also incredbily strong in my opinion.
I know Japan needs nerfing, but India from all my experience are the only civ that I actually completely fear (except from Ottoman in 2v2s, abuse guns are still OP when guarded by anticav).
So has anyone changed their minds? Throw in your two cents.
I personally wont be quicksearching anymore unless I'm using an anti india civ because they are just too damn ridiculous.
I want people to elaborate, on how Japan could possibly be any lamer than India, or comments on how either of them are more OP than the other.
I am a Japan player in 2v2, often, which whilst lame is a fun combo and when people ask me to change I do.
NOTE. ALL THESE COMMENTS ARE REGARDING 1v1 GAMES.
As far as I see, the problems when facing Japan are:
1) Shrine boom potential
- The shrine boom can provide hefty amounts of resource, but is mostly used for making sure the Jap player can't get housed, and you have to be pretty insanely good to reap the benefits without getting surplus resource anywhere else.
2) Ashigaru
- Ashigaru are fast musk/skirms and have decent siege, they are of course a huge problem and decent troops, but slightly costly and if you hit their eco they can't be produced easily.
3) Yumi
- Yumi are damn good archers, they do their job - and very well, and in age 3 they do become demons, but most games don't go to age 3 now, so this isn't a huge point in 1v1.
4) Unraidability
- This is true to an extent, but not really. Wood IS raidable, and so is gold. This coupled with fightning next to the Japanese players TC will completely shut them down, fact.
Whereas India (aka the bane of my existence)
1) Wonders
- Agra fort, instant easy map control for anyone, regardless of PR - instant rax + HC point and very long range, also very strong in conjunction with a 10/10.
2) Sepoy
- 2 come free with the Agra fort and considering the Indias age time even these can mess a player up, but they are strong and takes only 5 or 6 to oneshot a villager, they also have a shipment card and are one of the most powerful musket units in relation to their cost they dominate.
3) Sowar
- cheap, easy, and have a card that provides you with 4, + an infantry modifier makes them really hurt and can turn the tides of important early game fights.
Even those 3 things are enough to turn colonial into the favour of someone you might even dwarf in terms of elo/pr and it is very effective.
Add into this the fortress of them, Mahout + Howdah, Mahout will decimate any infantry without high damage vs cav, way out of proportion to what their cost is (imo) and due to the high HP it means you have to fully kill it before the damage is reduced (in contrast to fighting say 3 Hussar).
Howdah = Light Cavalry (ELEPHANTS LIGHT?!?!) and completely decimate things such as Musket Riders far out of proportion to any other Light Cav vs Light Cav.
Urumi are also incredbily strong in my opinion.
I know Japan needs nerfing, but India from all my experience are the only civ that I actually completely fear (except from Ottoman in 2v2s, abuse guns are still OP when guarded by anticav).
So has anyone changed their minds? Throw in your two cents.
I personally wont be quicksearching anymore unless I'm using an anti india civ because they are just too damn ridiculous.