Quote:
Ironhawk said:
Since before a balance you would just never build slingers, ever.
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Well, slingers can be nice, outside a battle: if you need defenders fast, being able to recruit fifty slingers in a single turn isn't bad at all. Of course, slingers are hardly cost efficient here, but you were perhaps not expecting to be under siege, and need a couple of turns to get your counter up and running. I know a bunch of slingers helped me last for several turns in one game, long enough to allow my mages to research some destructive spells. In this particular example, my mages were slaughtered regardless, but that was more because of my weak tactics than anything else.
Likewise, I guess slingers can be useful if you need a sieging force, and you don't have the time/resources to get some Gate Cleavers (or something of the like). Slingers should also be able to patrol well, and I guess they can do some pillaging if needed, when using a scorched earth strategy - or even a "I have lost, but I will strive to make the victory of my foe as pointless as possible" (I have found this to be quite fun). Lastly, slingers are decent fodder troops for killer spells: if you don't have a dome up, slingers should help reduce the casualties if someone decides to cast some Fires from Afar (or maybe even discourage them from casting the spell, as your troops are too numerous).
So, my point was that slingers (and other light units) can be useful as it stands now, especially to take care of unexpected situations (not having had the time to research Domes with very hard research, being betrayed, losing the bulk of your army...). For such uses, the cheaper the unit is, the better; in some cases, the only thing you need could be a few regular units, so that your army won't rout as soon as the first commander is killed. In Yarnspinners, my sages and four axemen are all that remains of my armies, and I sure am glad those axemen were here to save my sages.
Don't get my wrong though: I am
not saying slingers don't need a buff: I feel they are too expensive for their limited use in battle (triggering morale checks on the other side, or perhaps making your own troops going berserker by using friendly fire). My point was merely that light units can be good under certain circumstances - though you probably don't want to be in those circumstances, as it isn't exactly good news for you. And once you have no more use for the light units, it may be easier to kill them off.

(If the foe can fully slaughter them before they have retreated that is)