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April 11th, 2008, 03:18 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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Shamblers
30 gold, 1 resource.
Yet they cannot even defeat an equal amount of tritons. About 75% of the time they're thrown back with near total losses. Abominable.
They have 6 protection, 9 defense, 10 attack. Having 22 hps and 15 strength doesn't really mean anything when they die in droves and can't hit anything.
I hate Shamblers. They're like the cavemen of the deeps. Never, ever spending gold on them again.
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April 11th, 2008, 03:26 AM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
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Re: Shamblers
When I use them I always mix them with smaller units in the same squad. They are also pretty good as flankers.
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April 11th, 2008, 03:31 AM
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First Lieutenant
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Join Date: Feb 2008
Location: Reno, Nevada
Posts: 605
Thanks: 11
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Re: Shamblers
They're not good at anything, just face it! Mix them why? So you have a big fat target in the square so enemies won't attack your 10 gold infantry instead? Gah.
They're 11 movement, how is that good flanking? Well, at least they get to face cavalry out there that will kill them in one shot with a lance with their pathetic defense and protection, and never be able to hit at 14+ defense. Good riddance!
Oh... I mean, they're actually awesome! You should definitely sink some gold into them and use them against me.
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April 11th, 2008, 03:58 AM
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General
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Join Date: Sep 2004
Location: Irving, TX
Posts: 3,207
Thanks: 54
Thanked 60 Times in 35 Posts
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Re: Shamblers
Shamblers are almost always a poor investment... unless they are the only amphibious troops you can recruit. If that is the case, and you need to take a water province, you recruit them en masse. As many as you can command. Very expensive, but en masse, they will take out most water indies. It helps if you can send a priest with them to keep up their morale.
__________________
Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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April 11th, 2008, 04:21 AM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
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Re: Shamblers
Maybe I lied a little but they are pretty good as flankers underwater when you don't have anything better.
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April 11th, 2008, 04:45 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: Shamblers
Ling, that's the ticket right there. But it's pretty darn sad when you wish you could recruit net-throwing Ichtyids instead for 10 gold and 3 resources. I mean, this is a 30! gold unit we're talking about.
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April 11th, 2008, 05:04 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
Thanked 7 Times in 6 Posts
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Re: Shamblers
Shamblers are good if you're a land nation with a lot of gold, want to start conquering the sea and have to build up a big force very fast.
Some protection spell support helps.
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April 11th, 2008, 05:07 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Shamblers
I used Shamblers recently against R'lyeh, as Oceania. I use Knights of the Deep for fighting. But I need more weight to siege Rlyeh dark fortresses.
I can spend 30 gold on 3 Knife Tridents for 3 siege reduction, or 30 gold on 1 Shambler for 2 siege reduction. But 3 Knife Tridents are going to be stuck underwater costing me money forever. At least the Shamblers will do me some good out of the water. At worst, at least they'll die!
And I've got sloth-3, so resources are always critical. It's nice to be able to buy 60 points of siege reduction without having to drag it one province at a time from a faraway fort. I'm looking at pretty much only 30 points average of resources in unforted provinces.
By the way, if you're planning on invading R'lyeh underwater, Ichtyids are not a good plan. With 8 MR they will just get destroyed.
Above ground, I should try Shamblers out versus tramplers sometime. Defense 9 is a base 38% chance of taking just 1 damage, and Shamblers don't fatigue much. There's only 2 Shamblers per square to trample. They'll usually survive the first 20-point damage trample from a size-6 trampler. And 2 Shamblers is 4 15-damage attacks against one elephant.
... testing ... testing ...
I did some testing, and you pretty much need double the gold in elephants, then the Shamblers win. I tested with a big blob of 18 Elephants versus a big blob of 120 Shamblers. Guess I won't be winning any economics prizes. Still, a bunch of Shamblers up front could slow/disperse elephants somewhat, and Shamblers might fare better versus Troglodytes or Minotaurs.
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April 11th, 2008, 05:12 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: Shamblers
Trogs are much more dangerous than elephants against almost anything.
But your point is well taken about the sieges, and amphibious nature of Shamblers. You can definitely build up a very nice siege force in no time with Shamblers, and then throw them away against some average PD when you don't need them anymore.
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April 11th, 2008, 05:44 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Shamblers
Okay, so I had to go test.
Shamblers are even better against Trogs than they are against Elephants. With even gold costs, Shamblers actually won 2 out of 5 battles (120 Shamblers against 72 Troglodytes).
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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