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Hello, My Name is Daniel aka six to my clan members and in the zone. I have created this page to tell the world about why i like the goths, and a little more about my self.contact me my e- mail addy is below so if you like the goths as well let me know!


This section here i will tell a little about the goth's and why i think they rock!

Team bonus:Barrack Units 20% faster.
Infantry costs -10% feudal age,-15%castle age,-25% imperial age.
infantry +1 attack vs. buildings.
Villagers+5 attack vs. wild boar.
+10 population imperial age.

as well as the fact that they can be used as a "spoiler" which means you can raid your enemies early in a team game and slow down thier advances through the ages as well as allowing your allies to advance far ahead of the enemies!




The Huskarl
The Huskarl is the unique unit of the Goths. As revealed in their cultural bonuses, Goth players will rely heavily on their infantry. However, the weakness of the infantry is the archer. The Huskarl is in some ways an answer to this weakness.
The Huskarl, like all unique units, is built in the castle and is thus available beginning in the Castle Age. It is a strong infantry unit with decent hit points and attack but high starting piercing armor. Currently, the Huskarl starts with 4 piercing armor, which grants it great protection against attacks from archers, hand cannoneers, and towers. The Huskarl has roughly the same hit points and attack as its contemporary infantry units, the long swordsman or two-handed swordsman, but it excels in fighting archers due to its high piercing armor.


Furthermore, as with all unique units, the Huskarl can be upgraded in the Imperial Age. This upgrade strips the Huskarl of its minimal starting regular armor (from 1 to 0), but it enhances the Huskarl in every other way. It gains more hit points and better attack and improves in piercing armor from 4 to 6. Again, it's the same strength as its contemporary, the champion, but has far and away much better piercing armor.
Greg Street says, "Obviously, the bane of a Goth player is archers. Enter the Huskarl, a quick-building infantry unit with a lot of pierce armor. The Huskarl (or House Karl) is designed to let Goths have a chance of surviving large archer attacks. Historically, these warriors were the personal retinue and bodyguards of the barbarian chieftains. The archer resistance comes from the long pikes that these warriors sometimes used in combat. Much like the ancient Macedonian phalanxes, the forest of poles was a good defense against incoming arrows. If a Goth player is trying to level buildings, he is better off by just making champions, which are cheap and more powerful. However, throwing a few Huskarls into the mix can allow Goths to close ranks with attacking archers or towers."
Designer Sandy Peterson chimes in, saying, "The bottom line is that an elite Huskarl is defeated by an ordinary champion. Why build Huskarls if they're worse? Because the Huskarl bonuses more than make up for this. Except for battering rams, Huskarls have the best piercing armor in the game. It takes an arbalest 70 shots to kill a Huskarl (as opposed to 12 to kill a Gothic champion)! I did a test with a fully upgraded castle containing a garrison of 20 elite longbowmen. It took five volleys from this most-damaging-of-all-possibilities to kill a Huskarl."


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Quote

Man's destructive hand spares nothing that lives; he kills to feed himself, he kills to clothe himself, he kills to adorn himself, he kills to attack, he kills to defend himself, he kills to instruct himself, he kills to amuse himself, he kills for the sake of killing.
~ ~ Josef de Maistre

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