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Tanky units in general tend to neutralize the Jugglenaut's best asset of crushing enemies against its body: if it tries to do that against an army of hermits or similar, it will rapidly kill itself. What you want to keep away from Jugglenaut are squishy units for cost such as artillery, skirmishers, raiders, etc.
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Tanky units in general tend to neutralize the Jugglenaut's best asset of crushing enemies against its body: if it tries to do that against an army of hermits or similar, it will rapidly kill itself. What you want to keep away from Jugglenaut are squishy units for cost such as artillery, skirmishers, raiders, etc.
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Units that are both tanky and heavy, such as minotaur, are even better since Jugglenaut struggles to even pull them with enough force to deal damage, while at the same time putting the units into firing distance of itself.
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Ideally you should screen with tankies while at the same time having stand-off units such as phantom/lance/emissary pound the Jugglenaut into submission from a safe distance. Defensively stingers work very well.
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Ideally you should screen with tankies while at the same time having stand-off units such as phantom/lance/emissary pound the Jugglenaut into submission from a safe distance. Defensively stingers work very well.
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I don't consider the jump such a problem because if the Jugglenaut jumps towards your troops, it will be putting itself out of position and liable to being quickly shot to death. Just don't bunch up your assaults into a tiny, conveniently crush-able ball.
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I don't consider the jump such a problem because if the Jugglenaut jumps towards your troops, it will be putting itself out of position and liable to being quickly shot to death. Just don't bunch up your assaults into a tiny, conveniently crush-able ball.
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