Hondero Inca
Anti-infantry Skirmisher that cannot attack at close range.
Coste
Combate
Entrega
Valores base antes de tecnologías y mejoras; en una partida avanzada suelen ser mayores.
Hondero Inca es fuerte contra
Hondero Inca es débil contra
Conocimiento
Bonificaciones de ataque
Clases de armadura
Determina qué bonificaciones de ataque le afectan.
Civilizaciones
Unidad exclusiva de esta civilización.
Mejoras clave
Edad Feudal
- Fletching
+1 Attack, +1 Range for archers
Edad de los Castillos
- Thumb Ring
+15% Attack Speed, 100% Accuracy for archers and skirmishers
- Bodkin Arrow
+1 Attack, +1 Range for archers
Edad Imperial
- Bracer
+1 Attack, +1 Range for archers
Tácticas
Slingers are foot archers with low base attack and non-zero minimum range. They are anti-infantry and anti-Monk units. They are not as strong in the former role as Hand Cannoneers, nor as strong in the latter role as Light Cavalry. However, the Slinger is the only counter for these unit types for the South American civilizations, though the Tupi archers can be really good against all units. Additionally, Slingers have attack bonus against , though ranged siege units are a counter to foot archers themselves. Hence, the matchup is micro-dependent. One thing for sure, they are a good counter to non-ranged siege units, viz the Battering Ram, Armored Elephant, and Siege Tower lines, due to the siege units' inability to deal much damage, and Trebuchets due to their lack of accuracy against units. Organ Guns are a particular threat to them, since they deal bonus damage to the skirmisher armor class. The Slingers being trash units also helps their cause in the late game, but can become a bottleneck in the early Castle Age. Like Skirmishers, they have a minimum range, which means they are easily exploitable by cavalry and even speedy infantry. The Inca can mitigate this problem by researching Andean Sling at the Castle. Their projectiles move slower than the Hand Cannoneer's and most archers. This makes them harder to micro intensively and more vulnerable to archers used by a skilled opponent. However, unlike the Hand Cannoneer's projectiles, projectiles of Slingers are affected by Ballistics. The Slingers are also the only counter to the South American civilizations have. However, shock infantry, being fast units, can easily close the distance and fight back. While the Champi Scout line has decent base attack and good speed for infantry, it receives a meager +1 attack bonus against shock infantry, which is easily offset by its lower melee armor compared to the Long Swordsman and above. Nonetheless, a decent combination of Champi Warriors and Slingers should be good against shock infantry, due to the former's strength in tanking damage and the latter's strength in dealing damage. Each civilization that has access to them has specialties that benefit them, which makes their use different: === === Slingers cost 25%/30% less food in the Castle/Imperial Ages, costing just respectively, which makes them easy to afford earlier. They also receive major advantages from both of their unique technologies: Andean Sling removes their minimum range and grants +1 attack, and Fabric Shields gives +1/+1 armor. As a result, Inca Slingers perform better against units at close range, do more damage against other units, and take less damage. Inca Slingers might be the best and most well-rounded among the South American civilizations, as they have cost efficiency with good upgrades for any situation, being key to protecting Kamayuks and Champi Warriors against other infantry and siege weapons. === === Mapuche Slingers receive 10/15 extra hit points in the Castle/Imperial Ages, being the most resistant of all, and can also deal pass-through damage with Malon. This makes Mapuche Slingers the best when dealing with groups of infantry, while being more durable. However, the lack of Bracer reduces their damage output and limits their range, being outranged by Onagers for instance, which makes them the weakest at dealing with siege weapons. Despite this, Slingers are arguably the best anti-infantry unit that the Mapuche have, and helps to protect their mounted units and infantry. === === Muisca Slingers gain +2/+3 melee armor in the Castle/Imperial Ages, allowing them to take less damage from melee units overall. In the Imperial Age, however, due to the lack of Ring Archer Armor, Muisca Slingers end up lacking +2 pierce armor and only have +1 melee armor over Inca Slingers, making Muisca Slingers far weaker against most ranged attacks. On the other hand, they can regenerate hit points at nearby Settlements, and after researching Huaracas, gain +1 range and train 50% faster. With the extra range, Muisca Slingers have the same range as Onagers with Siege Engineers, and outrange Heavy Scorpions with Siege Engineers, being the best Slingers to deal with siege weapons. === === Tupi Slingers return 15% of their cost when die, essentially giving them a discount, and fire 25% faster with Caciques, being the best at dealing damage overall, especially against infantry, Monks, and siege weapons. However, the role of Slingers against infantry is far less prominent than for the other civilizations, as Tupi foot archers are very good against infantry, especially their unique Blackwood Archers.
Consejos
- Any archery units will deal high damage to slingers.ageofnotes
- Any ranged archery units will deal high damage to them and outrange them.ageofnotes
- They deal massive bonus damage to all infantry units.ageofnotes
- They are available in the Castle Age acting as an early Hand Cannoneer alternative.ageofnotes
- Cavalry units easily run them down and destroy them in melee combat.ageofnotes
- They do not require a Castle to be trained making them highly accessible.ageofnotes
- The Slinger is Inca's answer to infantry rushes. With +4 bonus damage against Infantry, you hard-counter Eagles, Champions, and enemy unique infantry. You're cheap at 50 food 25 wood and train fast. Available from Castle Age, you can punish infantry plays early. However, Skirmishers and cavalry will destroy you. Stay behind your Kamayuks and let them handle melee while you delete infantry. Class: Archer.aoecoach
- Vulnerable to Elite Skirmishers (they counter your Archer class hard) and Cavalry (you have no bonus against them and they close the gap fast).aoecoach




















