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Lanzador de Chakram

Gurjara unique Infantry with ranged melee attack that deals pass through damage.

Coste

6530

Combate

P. vida40
Ataque3
Armadura1 · 0
Velocidad1.15
Alcance5

Entrega

EdificioCastillo
Entrena15s

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

Línea de evolución

  1. Lanzador de Chakramde los Castillos

Lanzador de Chakram es fuerte contra

Lanzador de Chakram es débil contra

Conocimiento

Bonificaciones de ataque

ObjetivoBonoÉlite
Infantería de Choque+1+2
Edificios+1+2
Guerrero Águila+1—

Clases de armadura

InfanteríaUnidades Únicas

Determina qué bonificaciones de ataque le afectan.

Civilizaciones

Gurjara

Unidad exclusiva de esta civilización.

Mejoras clave

Edad de los Castillos

  • Kshatriyas

    Military units cost -25% food

Edad Imperial

  • Frontier Guards

    Camel and elephant units +4 melee armor

  • Blast Furnace

    +2 Attack for infantry & cavalry

  • Plate Mail Armor

    +1/+2 Armor for infantry

Tácticas

With the Gurjaras' heavy focus on light cavalry and camel units, infantry, especially anti-cavalry infantry such as Halberdiers and Kamayuks, can become a problem for them to handle. Chakram Throwers are the Gurjaras' main answer to large groups of light infantry, able to hit multiple targets in a line, akin to a Scorpion. They also perform well against Elite Skirmishers. Whether Hussars, Huszars, and camel units counter them or are countered by them depends on the situation. They are a bit more difficult to handle and should be dealt with via the Gurjaras' very strong Camel Riders. The Chakram Thrower's base attack is actually quite low (akin to rams). Due to lacking Blast Furnace, an Elite Chakram Thrower can only attain up to 6 attack, so their damage is heavily reduced by melee armor. However, the player must not be deceived by the low attack damage. A well-positioned group of Chakram Throwers can wreak massive havoc on enemy infantry even if they each only dealt 1 damage, as the chakram's pass-through properties mean that they can hit several enemies at once. In theory, a group of 30 Chakram Throwers will be able to demolish a similarly sized group of fully upgraded Elite Teutonic Knights (which have 110 hit points and 13 melee armor) in only four hits, provided that each chakram thrown is able to hit each Teutonic Knight. The Chakram Thrower is one of the most micro-intensive units in the game, as effective use of the unit requires that the chakrams are able to travel through as many enemy units as possible. To accomplish this, a Gurjara player must position their Chakram Throwers accordingly and keep them huddled together rather than spread out, and target enemies in tight formations, before the enemy player realizes the threat and spreads them out in a staggered formation. The low base damage does require that Chakram Throwers be massed in order to be effective; small numbers of them will not deter a large group of infantry. Due to their relatively longer creation time for a unique infantry unit, massing them can be difficult, especially if the Gurjaras lose any Castles. Since they are infantry with no base pierce armor, Arbalesters, Hand Cannoneers, and Slingers will make short work of Chakram Throwers as long as they stay out of the Chakram Throwers' range. Additionally, due to Chakram Throwers only having up to 6 range (even though their projectile travels further than said range) and very few hit points, Onagers and Scorpions will easily slaughter them, though they take significant damage if the Chakram Throwers are able to hit them. Additionally, high hit point units such as Battle Elephants or Paladins will easily withstand the low damage that Chakram Throwers can put out. Even generic Cavaliers can handle them, as they take just one damage per shot. Since Shrivamsha Riders absorb all types of projectiles, they are also very good at dealing with Chakram Throwers. Fortunately, the exceptional Gurjara Camel Riders cover that weakness against cavalry, while Shrivamsha Riders cover their weakness against archers and siege weapons. Another advantage for Chakram Throwers is their moderately good speed; they are as fast as Celts' Spear units. This is an apt comparison since both civilizations lack Squires. Units like Huskarls and Berserks with Squires and Eagle Warriors without Squires sit in the same speed tier. The Chakram Throwers' speed and melee damage means that they are also quite effective at dealing with vulnerable enemy siege weapons such as rams and Trebuchets. Due to Chakram Throwers' low base attack and the fact that their projectiles do not cause pass-through damage when targeting structures, they are not particularly effective in an anti-building role, even if they benefit from Arson. Fortunately, the Gurjara Armored Elephant is exceptional against buildings and can make up for this.

Consejos

  • The Chakram Thrower is a 'Professional Bowler'. It throws a disc that deals 100% damage to the target and 50% damage to everything it passes through. Because it deals MELEE damage at range, it is the ultimate counter to Rams and Skirmishers. However, it has low HP and is outranged by standard Archers.aoecoach
  • Weak to Onagers and Heavy Cavalry. They lack the burst to stop a Paladin charge and cluster up, making them vulnerable to siege shots.aoecoach

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