SuN_Cam_Popov:
I agree completely about palmy. People underestimate them all the time, and were already underestimating them before the game even came out! They don't know how to play them,
and they don't know how to fight them.
It was a bit similar with mino and phoenie fastbooms... it worked mostly because people didn't think it was possible, they were all convinced those were slow civs and thus newbie civs. It wouldn't work so well now though, people's patterns changed... they got used to fishing.
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1)Yams can run away from ennemy villas with easy without being boned.
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1. A dock-block or house wall can often stop villies, yammy or not, before they can even get into your land. It can also slow down clubber and scout rushes for a good while, enough for you to make a pack of t-bows.
2. Assy villies run just as fast, and thus can bone yammy villies.
3. Clubmen run almost as fast, and you can make them without using up TC time. Even if you can't kill them, just stopping them from building stops that 20 secs of yammy's early TC time from paying off, which adds up to a big loss in the long run.
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2) Yams cant be attacked by axers-tarchers-slings cuz their villas are simply faster than those units.
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1. Axers can't really catch normal villies so well either, not without a scout or something, because they're too blind. Massed axers do a great job on yammy houses though, even if they run 20% faster than normal. 2. Archers and slings run almost as fast as yammy villies. If they keep after the villies, they'll catch them at a deadend or bottleneck before long.
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3) Yams own Assy in any ages-map-game (whatever ur playing) thats why they are better than Assy
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You're not giving any explanation. You could just as easily say greek owns shang on any map, that wouldn't make it true now would it? Quote: |
4) Yams can tool rush with cheap scouts to bone fleeing ennemy villas.5) Yams can fast brz and rape ennemy with cheap Cavs. 6) They got superb navy...useless to extend of that subject.
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They don't have a monopoly on any of that, and other civs have advantages that can apply to those rushes, but yammy aims right down the middle here. I agree.
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7) No, Yams dont die to Assy cuz they got Compies and compies own CA, even assy ones.
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Seems a while back I heard someone stating that cavs+camels+CAs was an invincible combo, assy has it and yammy doesn't. Hmm, who could that someone be? Seriously now. With a horde of mass fish-fed scouts (vs assy you should own the sea easily), compie-killer STs shouldn't be a big problem so yeah, yammy can take assy.
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8) Last, but not least: Yams is the civ that has the most economic-military advantages in the early ages in the game. Sure Assy got faster tarchers rate but they forgot to give assy slings so ;P
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True, all their advantages center on rushing in tool and early bronze, but they fade over time.
In bronze yammy lacks camels and CAs, plus their only serious land bonus is on cavs which die easily to anything but STs. It's enough if they did damage early, but if they had a bad start chances are it'll stay bad.
In iron yammy has HHAs, cents and cataphracts. I wouldn't normally mention cataphracts, but yammy does get a bonus for them and otherwise that wouldn't leave much. Yammy can't take scythes, EAs, heles, and even priests give them a hard time.
Stop yammy from rushing before mid-bronze, and they become pathetic. That's where the skill in being a yammy player is I guess... getting around defenses to hit where it hurts, which is easy against most players since they have no defenses to speak of, lol. Quote: |
BTW, when you look for a good civ in rm, dont look at their iron tech tree: useless since the game is decided in either tool or brz.
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I disagree partly. It's good advice for beginners, so any beginners... skip the rest of this post. For intermediates or experts looking to have some fun, remember that even greek can win after tool in RM. Nothing beats the adrenaline rush of getting to iron with an iron civ, after surviving tool and bronze against say, yammy.
The key is to use what they do have in tool and bronze, to make the opponent lose time. Making your opponent turtle up is good, or at least keep the fighting at the edge of your land instead of among your woodies...
Anyway, I'll stop here. This thread was about favorite civs, not how to play greek/carth/cho.