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Cavemen
Strength 17 and cost of 40gp. But useless in battle. However I seem to remember the siege formula being a bonus for strength over 10. So would cavemen a good siege army to follow your main army around or to reinforce key castles?
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Re: Cavemen
If you like paying way over the odds for okish siegers, sure.
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Re: Cavemen
but wasn't there something with strengthx strength for siege what would that make them compared to 10 gold strength 10 troops?
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Re: Cavemen
Yes, they are better than one 10 gold, 10 strength trooper. No, they are not
better than four of them. They eat less, though. I like using the commanders as early thugs. Otherwise, I do not recruit them. |
Re: Cavemen
Cavemen - 17 str = 2.9 siege strength or 13.8 gold per siegepoint.
Basic human infantry - 10 str = 1 siege strength or 10 gold per siegepoint. Like Tuidjy says, unless you have supply problems, never worth it, and even then, not really. |
Re: Cavemen
They have partial cold and fire immunity. Combine them in the late game with the spells that grant your troops partial immunity and armoring spells, and you've got a crack squad of late-game troopers that can survive massive Evoking.
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Re: Cavemen
Don't they have 8 MR ? And no armour to buff ?
Might reduce their survivability in the late game a touch. |
Re: Cavemen
Quote:
And the MR 8 is a weakness, but nothing is perfect. The fact that you can use Mass Regeneration and use them with a heavy evoking strategy more than makes up for it. I mean, if you send a few thugs to attack rear you can draw MR-targetting spells off the weaker units. Its basic strategy. |
Re: Cavemen
I just think describing them as a "crack squad" might be a bit generous.
I am not suggesting that their hitpoints and resistances aren't useful - but in the mid to late game I really like higher MR. |
Re: Cavemen
Given the cost I still don't think they're worth it. In the late game the gold would be better spent on mages.
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