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April 5th, 2008, 05:33 PM
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First Lieutenant
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Join Date: Feb 2007
Posts: 773
Thanks: 2
Thanked 31 Times in 28 Posts
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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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April 5th, 2008, 06:33 PM
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Second Lieutenant
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Join Date: Feb 2007
Location: Sydney, Australia
Posts: 437
Thanks: 18
Thanked 2 Times in 2 Posts
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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.
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April 5th, 2008, 07:08 PM
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First Lieutenant
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Join Date: Feb 2007
Posts: 773
Thanks: 2
Thanked 31 Times in 28 Posts
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Re: Cavemen
Quote:
Digress said:
Don't they have 8 MR ? And no armour to buff ?
Might reduce their survivability in the late game a touch.
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Spells like Wooden Warriors or Army of Lead give units a set armor number, so I don't think I understand your question.
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.
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April 5th, 2008, 09:14 PM
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Second Lieutenant
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Join Date: Feb 2007
Location: Sydney, Australia
Posts: 437
Thanks: 18
Thanked 2 Times in 2 Posts
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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.
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April 5th, 2008, 10:00 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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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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April 5th, 2008, 10:56 PM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
Thanks: 33
Thanked 187 Times in 66 Posts
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Re: Cavemen
Quote:
K said:
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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50% fire resistance also makes them a viable counter to an early fire-9 bless rush.
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April 6th, 2008, 03:49 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Cavemen
Except the bless troops would still muderise the hell out of them (just slightly slower) since they suck at fighting and they cost a lot. So not much of a counter.
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April 6th, 2008, 03:57 AM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
Thanked 5 Times in 5 Posts
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Re: Cavemen
yeah, basically a totally useless troop.
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April 6th, 2008, 04:34 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Cavemen
IIRC they are made cheaper in the upcoming patch.
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April 6th, 2008, 10:36 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Cavemen
It's alive and it beefs cavemen
__________________
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In for a whole new sort of game? Then try my scenario map Gang Wars.
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