![]() Not all these cards will fit in every deck, but they can be used in specific situations/match ups outlined in the next section.Īge 1: Distribuvatism (wood trickle), Exotic HardwoodsĪge 2: 5 sepoys, 4 sowar, 600 wood, 700 food, Foreign Logging, Desert Terror, Camel Attack, Diplomatic Intrigue, 10 Tiger Claws, 2 caravels (obviously only on water maps), 2 Flail Elephants (only in team games)Īge 3: Intervention, Royal Green Jackets, British East India Company, Team 5 urumi (team games), 7 urumi, 3 mahouts, 2 siege elephants, 9 zamburaks(note: has become 8 on FP), 8 zamburaks, 9 sepoys, 8 gurkhas, 2 mahoutsġ0/10 Rush NOTE: This is best done on RE Patch, it has been weakened on the Fanpatch. Key Cards- Note: Indian cards come with 1 villager. A main plus of the siege elephant is that unlike regular cannons, it can hit/run to some extent, but does vastly less damage. It is powerful vs artillery and buildings, and is somewhat decent vs infantry. They have a very strong ranged attack with bonuses against Heavy Cavalry and Artillery.Īn elephant mounted with a cannon that is the Indian version of a cannon. Howdahs are elephants also, but are like Light Cavalry. Mahouts are also very population heavy and expensive. Mahouts have tremendous HP and strong splash attack with bonuses vs *LI, but penalties vs HI. The Mahout is an elephant unit that acts like Heavy Cavalry. Are very useful since they are one of the few ranged cav available in colonial age. Zamburaks are extremely deadly cavalry counters especially once desert terror card is sent. Zamburaks are camel units as well comparable to European ranged cavalry. Additionally since the sowar is specialized, it loses in cav vs cav battles against European cavalry. However like most other Asian cavalry, the sowar has bonus vs *LI, thus making it very effective vs those units, but has a penalty vs Heavy infantry, thus making it more specialized and LESS versatile than European cavalry. The sowar is a camel similar to European Heavy Cavalry. Urumi’s can be compared to *LI counter-wise. They are melee units that do a ranged attack with bonus against Heavy Infantry. ![]() Urumis are not able to be built, only shipped in from the home city. Nevertheless, gurkha remains as one of the strongest skirmisher units in the game. Gurkha’s have very strong attack for *LI, but as a trade off have slightly lower range early game (range increases as gurkha is upgraded). However, similar to janissaries and ashigarus, sepoys are more expensive and stronger than the regular musketeer counterpart. Sepoys are Indian version of the commonly seen musketeer. India is known for having a HUGE selection of units, particularly in colonial age. Although this can be useful in many situations, the main perk of this wonder in supremacy is that it delivers mahouts when used to age to 3 or later ages. ![]() Mansabdar units when used provide a HP and attack bonus to regular units of the same type. This wonder is able to train special Mansabdar units. Additionally this wonder gives wood upon aging thus helping the Indian player crank out villagers, build houses, make military buildings, or something else perhaps. This ability called “Inspiration” increases the unit speed, attack, and HP, thus shortly giving your army a substantial boost which when effectively used can be devastating. This wonder provides another special ability. Additionally this wonder gives a substantial amount of gold, thus being even more useful for FFing. This wonder can be very effective when FFing so that the extra couple seconds from cease fire can give the Indian player the needed time to age up and ship units. Therefore any time during the game the Indian player may use Cease Fire so that all fighting will stop (buildings will still be able to shoot at units though). This wonder gives India the “Cease Fire” Ability. Karni Mata delivers varied crates upon age up. This wonder is a great option for India in team games or if one wants to play more “boomy”. This wonder provides a gathering bonus to all nearby villagers. Also gives sepoys upon aging which can be very useful for a rush. The Agra naturally isn’t as strong as an age 3 European fort, but is still a force to be reckoned with: 5K HP and 25 ranged damage with area in colonial age is very strong. India is a very fun and versatile civilization to play, and are also one of the STRONGEST civilizations on Robot Entertainment TAD patch.įirst of all, India is an Asian civilization, so ages up by building one of the following wonders:Ī large fort-type wonder that is great for map control. This guide is going to give a basic overview and strategy description of India as a civilization.
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