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Old October 15th, 2008, 08:58 PM
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HoneyBadger HoneyBadger is offline
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Default Re: usefulness of the high-end Construction summons?

Baalz: I was thinking in terms of a mod Nation that had the ability to "set up" battlefields in which Clockwork Horrors weren't affected by fatigue. Possibly a PD situation, where the only PD was an immobile, no attack unit that *just* supported Clockwork Horrors, which you'd have to purchase.

To further elaborate on the idea, it might be interesting to have PD that gave you 4 separate units, each of which helped your units fight better on the terrain, but didn't do anything, by themselves.
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Old October 15th, 2008, 09:13 PM

Epaminondas Epaminondas is offline
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Default Re: usefulness of the high-end Construction summons?

How do people use Clockwork Horrors, given that their insane Fatigue issues? As throwaway troops to soften the opponent and/or absorb the initial melee rush? Or are there less obvious uses?
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Old October 16th, 2008, 12:52 PM

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Default Re: usefulness of the high-end Construction summons?

Quote:
Originally Posted by Epaminondas View Post
How do people use Clockwork Horrors, given that their insane Fatigue issues? As throwaway troops to soften the opponent and/or absorb the initial melee rush? Or are there less obvious uses?
I've never used them, but I've had them used against me and they're pretty lethal for a couple of rounds. That says to me that you need a critical mass so that the battles are quick--which is exactly what you'd expect from wind-up troops. Maybe combine half an army's worth of Clockwork Horrors (~100 horrors) with Mass Flight + Quickening, and set the horrors on "Attack Rearmost". I can see that eating an equivalent-sized army pretty quickly, before they even get any buffs off.

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