Re: Ashdod proto-guide
I'm going from memory - but my memory says that they are defense 16 prot 16.
I view the game in three or four phases. First phase - you want to expand against indies, as fast as possible without becoming a target.
The only time I have had problems with these tramplers is against cavalry that flanked and attacked the commander; against elephants, against the unusual site powers - for example the three air mages that throw orb lightning.
In other words.. very rarely. Balance that - strat move 3, with a strat move 3 commander. I have no problem saying that in time you will want to move to the sacreds. But for the initial phase of the game, I find them very cost effective.
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