Unidad ÚnicaUnidad Única

Guerrero Karambit

Malay unique infantry unit. Cheap and only takes half a population unit.

Coste

2515

Combate

P. vida30
Ataque7
Armadura0 · 1
Velocidad1.2

Entrega

EdificioCastillo
Entrena6s
Cadencia2s
Vista3

Valores base antes de tecnologías y mejoras; en una partida avanzada suelen ser mayores.

Línea de evolución

  1. Guerrero Karambitde los Castillos

Guerrero Karambit es fuerte contra

Guerrero Karambit es débil contra

Conocimiento

Bonificaciones de ataque

ObjetivoBono
Infantería de Choque+2
Guerrero Águila+2

Clases de armadura

InfanteríaUnidades Únicas

Determina qué bonificaciones de ataque le afectan.

Civilizaciones

Malayos

Unidad exclusiva de esta civilización.

Mejoras clave

Edad Feudal

  • Arson

    +2 Attack vs Buildings for infantry

Edad de los Castillos

  • Squires

    +10% Speed for infantry

Tácticas

Karambit Warriors are the prime example of "quantity over quality". They are very cheap and only take half population space per unit. Furthermore, they move faster than most other infantry. They should always be used in swarm to balance the fact that they have very low hit points. However, because they still cost gold, it is inadvisable to mass Karambit Warriors without correct purpose and proper micromanagement. While spammable, they are by no means expendable, as they have poorer attack and even lower hit points than Shotel Warriors, while costing three quarters the gold a Militia-line unit costs. Trickling them into an enemy army is a terrible use of them, as they'll individually get picked off easily. Karambit Warriors are an excellent choice for a raiding tactic. A group of Karambit Warriors can be sent into an unprotected enemy base, kill some of their Villagers, and then retreat quickly when enemy troops arrive. When sending them into an enemy base, the player has to make sure there are no defensive buildings, ranged units, or heavy cavalry around because Karambit Warriors die very quickly when hit. As far as this tactic is concerned, it is interesting to note that as a Karambit Warrior is affected by Arson and also boasts a +1 attack bonus against (only when Elite), and Karambit Warriors can easily envelop structures with sheer numbers, and inflict "death by a thousand cuts" destruction on enemy buildings, preferably away from defensive structures. Gold-free Long Swordsmen and cheaper Battle Elephants (depending on many factors, such as the stage of the game and available resources) can further assist in wreaking as much havoc as possible, as they have superior stats and attack bonuses against buildings. Karambit Warriors also work well as emergency reinforcement. They are created very fast and can be massed in a very short time. That means if the player's base is attacked with Rams or Trebuchets and there are no other military units around to defend the base, the player can simply train a small number of Karambit Warriors and then send them to destroy the invading siege units. Against Onagers or Scorpions, a group of Karambit Warriors should be sent in staggered or flank formation to reduce the splash damage taken. However, against Scorpions, their quantity over quality works against them. Similarly, a swarm of Karambits, utilizing their great speed and numbers, can envelop light infantry and light cavalry units in order to constrict their movement and prevent them from engaging more important units, such as Bombard Cannons. Combined with archers, this tactic can cause disproportionate damage to cheap expendable units that can otherwise spell trouble. Their bonus damage against also makes them particularly deadly against Eagle Warriors, Fire Lancers, and Jian Swordsmen. Additionally, due to their weak individual stats, cheap cost, and high speed, Monks are ineffective against them and will be easily overwhelmed. Other potential uses in a game include distraction and Ram-filling. In the first case, somewhat similar to the raiding tactic described above, the player can utilize large groups of Karambits and probably Light Cavalry (despite Malay cavalry being among the worst in the game) to harass an unguarded enemy position (preferably one with many Villagers), in order to invoke a panicked reaction from another player, due to their numbers, and make them do a wrong move (e.g. an army that would strike a nearby ally could be forced to withdraw). In the second case, Karambits can quickly fill rams and save time needed for preparing a siege, or even provide a well-played Castle Age ram rush. One often overlooked aspect of Karambit Warriors is that they have a smaller collision size than regular infantry - most have a 0.2 unit radius, while Karambits have a 0.15 unit radius. This lets them pack together more tightly and helps with pathfinding, but being clustered together more means splash damage is more threatening to them.

Consejos

  • They only take up half a population space allowing you to build massive swarms.ageofnotes
  • They are incredibly cheap and fast to produce making them perfect for sudden raids.ageofnotes
  • Heavy cavalry and champions will easily defeat them in equal numbers.ageofnotes
  • Scorpions and Mangonels can wipe out dozens of them with a single well placed shot.ageofnotes
  • Hand Cannoneers melt them instantly due to their low health and infantry armor class.ageofnotes
  • You only cost 25F/15G and take 0.5 population! This means you can field twice as many units. With 30 HP and 7 attack, you're individually weak but devastating in swarms. Your 1.2 speed makes you fast enough to chase archers. Against siege and archers, mass Karambits can overwhelm before they fire enough shots.aoecoach
  • Individually very weak. 30 HP and 7 attack. One-on-one, loses to almost everything.aoecoach

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