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 How useful are clubbies, anyway?

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Verdant
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PostSubject: How useful are clubbies, anyway?   Fri Mar 06, 2009 12:06 am

Clubbies have the same attack as legionnaires: 40. They outshine legionnaires for one reason alone: they cost 250 total resources to produce (legos run you 440 resources...might as well grab a praet for 20 more). They are also produced twice as fast as legos, which is pretty damn impressive.

But let's say we're more concerned with resources than with speed of producing attack power, and let's compare axes to clubbies:

axe cost: 490
club cost: 250

for 6,000 offense power:
100 axes cost 49,000
150 clubs cost 37,500
difference: 11,500
hours to crop breakeven: 230 (9 days, 14 hours)

(Over those 230 hours, clubbies consume 34,500 crop, while axes consume 23,000 crop.)

In other words, if you're planning on keeping these guys around for more than a week, axes really will cost you *less* total resources for the same attack power. They'll take 10% longer to produce, but they're consuming 33% less crop!
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Verdant
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PostSubject: Re: How useful are clubbies, anyway?   Fri Mar 06, 2009 12:09 am

Times when clubbies are more useful:

-Recovering from significant losses to produce another hammer for a quick attack as soon as possible.
-Moments when crop is more plentiful than other resources (e.g., early game).
-Escorting your chief from a village that's not an offense center.
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Ostlay
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PostSubject: Re: How useful are clubbies, anyway?   Fri Mar 06, 2009 3:13 am

It has been my understanding that Cubys have always been a unit for raiding or fast offense. If you really want to hit heavy, you are better off with axemen. (i have been teuton on another server.) anyone with half a brain knows clubies are an early game and raiding advantage and nothing more.
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Verdant
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PostSubject: Re: How useful are clubbies, anyway?   Fri Mar 06, 2009 6:54 am

Clubbies are fantastic for hitting heavy, because they're cheaper than dirt and you WANT them to die. But they're best designed as a cheap pre-hammer tenderizer.

The idea of this post was to demonstrate that if you're looking to keep them around for more than a week, clubbies will cost you more than axemen even though the *initial* cost is low.
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autumnman7800(OLD)
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PostSubject: Re: How useful are clubbies, anyway?   Thu Jan 07, 2010 2:48 pm

hours to crop breakeven: 230 (9 days, 14 hours)

(Over those 230 hours, clubbies consume 34,500 crop, while axes consume 23,000 crop.)

In other words, if you're planning on keeping these guys around for more than a week, axes really will cost you *less* total resources for the same attack power. They'll take 10% longer to produce, but they're consuming 33% less crop![/quote]


keep in mind clubbies raid 10 ress more so if they go on a raid and return once every 10h (and they do it like 3 times every 10h if u are good)

then clubies dont waste more crop because they gett it back in raiding plus thay are faster so u can say that they raid about 20 ress more per solider.

only thing clubies are worse than axes in is the feed they give to enemy heroes. they feed enemy heroes more and thats all if u ask me id rather go for 150 clubs then 100 axes i just dont know what the training time diference is and also u have to keep raiding but u have to keep raiding no matter what type of troops u have. and once every 10h isnt too much.
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achilless
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PostSubject: Re: How useful are clubbies, anyway?   Sat Jan 09, 2010 4:05 am

very well said autumn man.....clubbies are better raiderz.....when it comes to looting but they are just excellent raiders not fighters....dont expect them to attack and deal more damage in the later part of the game....you are just wasting your resources if you are building them for hammer i guess.....
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Brooke/t7seven7t
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PostSubject: Re: How useful are clubbies, anyway?   Sat Jan 09, 2010 7:13 am

no actually achilless, they are a better unit for cost and time to produce than axes and are more useful if you are just looking for a good offensive unit. Axes are only really needed if you build a hammer worrying about crop and you want as much off value for the crop it needs to sustain itself.
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achilless
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PostSubject: Re: How useful are clubbies, anyway?   Sat Jan 09, 2010 10:19 am

it all depends on the situation and itz need Smile every unit has got some pluses
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PostSubject: Re: How useful are clubbies, anyway?   Sat Jan 09, 2010 11:36 pm

i think when you got bigger villages, paladins are more useful for raiding and for defending

very good for infantry defense
average for cavalry defense
but not so good for attacking


anyway the best for raiding, they are best to keep at a high leveled cropper Cool
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Waldus
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PostSubject: Re: How useful are clubbies, anyway?   Sun Jan 10, 2010 10:26 am

lol I'm sorry Verdant but you need to train in comparing staff

Shocked
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Waldus
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PostSubject: Re: How useful are clubbies, anyway?   Sun Jan 10, 2010 11:05 am

You need to think what you are geting for 49000 resources spent on your troops

axe cost: 490
club cost: 250


for 49000 resources you can train:
100 axe's in - 33h and 20 min (barracks lvl1) with attack- 6000 (still need to pay research Wink)
196 clubs in - 39h and 12min (barracks lvl1) with attack - 7840

in clubs only issue is crop as everyone can see here with 50% more power
you getting 100% more crop usage.
for non gold players this can be very annoing
but for gold users is no problem at all becouse in full upgraded village you are getting minimum 6000 res per h. after npc is giving you 6000 crop to feed your clubs.

Another important thing is that with any attacks with your axes or clubs (for example) is for every 100 killed axemans will die only 150 clubs then you have 11.500 res saved and still left 2000 attack power . forward your training time is shorter by 46 clubs to rebuild your army..
Thanks for reading this
king
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