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GoDzOfWaR
23 Jul 2010, 02:26 PM
Attack

If you have Level 20 Barracks
You can build 2688 Clubswingers in a day
You can build 1728 Axemen in a day

Clubswingers Attack = 40
Axemen Attack = 60

Clubswinger Attack x How many Clubswingers you can build a day = 107,520
Axemen Attack x How many Axeman you can build a day = 103,680

So far, we have found it, if you build Axemen 24/7 for 24 hours, you can produce 3840 less attack points, but if you build Clubswingers non stop for 24 hours you produce 3840 less attack


Cost

In Total Clubswingers cost 95 Wood | 75 Clay | 40 Iron | 40 Wheat
In Total Axemen cost 130 Wood | 120 Clay | 170 Iron |70 Wheat

To Build Clubswingers for a day non-stop it would cost
255,360 Wood | 201,600 Clay | 107,520 Iron | 107,520 Wheat

To Build Axemen for a day non-stop it would cost
224,640 Wood | 207,360 Clay | 293,760 Iron | 120,960 Wheat

So far, I have proved you can build more Clubswingers, get more attack points than axe and it will still be cheaper, most people usually use Axemen for their Hammer, I am going to prove Clubswingers are better for a hammer

[B]
Carrying Capacity

2688 Clubs x 60 = 161280 bounty
1728 Axe x 50 = 86400 Bounty

Clubs also come out on top in terms of raiding capacity, allowing them to gather more resources and pay for their upkeep more efficiently than Axes. This means it is easier to run a GB/GS and to rebuild lost troops when building Clubs, due to the lower cost and increased raiding capacity.

Waraich
23 Jul 2010, 02:44 PM
Absolutely agree! But keep in mind

1- Wheat considerations in relation to numbers you can hold (where axes provide best value)
2- If on bad day your hammer is met by Cavalary charge then its all over for clubbies

almosthuman
23 Jul 2010, 02:52 PM
Absolutely agree! But keep in mind

1- Wheat considerations in relation to numbers you can hold (where axes provide best value)
2- If on bad day your hammer is met by Cavalary charge then its all over for clubbies

yip...you gonna get less sleep with your clubbies,other players WILL target you if it gets out(which it will),that you are building a clubbie hammer,if they get caught/followed home then its adios,whereas axes do have reasonable defense in numbers and players will be less likely to target you.

Mouse-Keyboard
23 Jul 2010, 02:56 PM
http://archive.forum.travian.co.uk/showthread.php?t=63233

That has basically all the information, plus lots more :)

Samantha78
23 Jul 2010, 02:58 PM
You missed out the cost of feeding them :oops:

180 days x 2688 clubs = 483840
180 days x 1728 axemn = 311040

cost of feeding (normal server)
clubs = 180 * 179 * 2688 = 86607360 (86.6mn)
axe = 180 * 179 * 1728 = 55676160 (55.7mn)

cost of building
club swingers = 180 * 671730 = 120977400 (121mn)
axe = 180 * 846720 = 152409600 (152mn)

real cost over 180 days

clubs = 86607360 + 120977400 = 207584760
axe = 55676160 + 152409600 = 208085760

so pretty close ; if players do raid with their hammer or use gb/gs then clubs are commonly added on; but some players don't have time to raid; and axe die less if you do raid with them; so again on normal servers; players tend to stick to axe

on speed servers, troops consume less wheat, so the clubs clearly come out on top

axe travel one square faster per hour than clubs; so does the difference in raiding capacity even out or is it still clubs that come out on top?

Mouse-Keyboard
23 Jul 2010, 02:59 PM
axe travel one square faster per hour than clubs

Wrong way round, mace are faster ;)

Samantha78
23 Jul 2010, 03:02 PM
Wrong way round, mace are faster ;)

meh lol the rest is right (probably :p)

Placid
23 Jul 2010, 03:38 PM
http://archive.forum.travian.in/showthread.php?t=7109

;)

Samantha78
23 Jul 2010, 03:43 PM
"Normal servers, in terms of troop building run 3x slower, but troops still consume wheat at the same rate, so feeding troops becomes much more of a problem and Clubs become much more costly to feed finishing with the Clubs costing 41% more at 180 days"

^^ what I said; tho as I hadn't read your guide unlike certain others... ;)

edit - actually; the gap wasn't 41% *re-reads how you did feeding costs*

mmmm you did army wheat cost * days at ten day snapshots? so you need a different sum to reflect the gradually increasing food costs? (I'm not 100% sure mine is the right one tho lol) just surprising the gap is as big as 41%

klebe
23 Jul 2010, 03:49 PM
http://archive.forum.travian.co.uk/showthread.php?t=63233

That has basically all the information, plus lots more :)

No it doesn't.


You missed out the cost of feeding them :oops:

I don't know what you've done, but using the OPs numbers axe should break even at about day 15 which is similar to the table Placid made.

Edit: I would go with Placid because I did it quickly in my head so it's probably also wrong, but axe definitely become cheaper very quickly.

Mouse-Keyboard
23 Jul 2010, 03:54 PM
No it doesn't.

I know it doesn't have res: time, but other than that its got everything ;)

Placid
23 Jul 2010, 04:21 PM
mmmm you did army wheat cost * days at ten day snapshots? so you need a different sum to reflect the gradually increasing food costs? (I'm not 100% sure mine is the right one tho lol) just surprising the gap is as big as 41%

I posted ''10 day snapshots'' but the cacls used were more detailed than that


I don't know what you've done, but using the OPs numbers axe should break even at about day 15 which is similar to the table Placid made.

Edit: I would go with Placid because I did it quickly in my head so it's probably also wrong, but axe definitely become cheaper very quickly.

Think there lots of variables which affect it

at a basic wheat consumption level

2 axes cost 980 and eat 2 crop per hour
3 maces cost 750 and eat 3 crop per hour

With a cost difference of 230, Or 230h before mace start costing more :confused:

klebe
23 Jul 2010, 04:44 PM
Yeah, that appears to be very quick but I can't see anything wrong with the numbers.

almosthuman
23 Jul 2010, 05:15 PM
regardless of the math,unless you are in a well-organised alliance you run a massive risk with an offensive clubbies only army,sure you can build them fast and they can raid loads,but one bad move....and you are going to hear the sound of many hooves.

big_fella_andy
24 Jul 2010, 07:28 AM
Clubbies do have their values though.... Their a good scout at times... I've had a -250,000 wheat per hour def wall before with 40 heroes... someone sent 1000 clubbies as a raid, and one of them made it home..... IT would have took over 10,000 scouts to get a report back from that wall....

sk123
24 Jul 2010, 11:20 PM
http://archive.forum.travian.co.uk/showthread.php?t=63233

That has basically all the information, plus lots more :)

meh i think this will

http://archive.forum.travian.co.uk/showthread.php?p=1113066

Sweetchinmusic
26 Jul 2010, 02:26 PM
Regarding hammer dont do mace if u dont have the onlinetime for it or arent simming or raiding much. Doing maces 24/7 over a longer periode if a hammer is the goal is far far harder than ppl think. One thing is the math behind it, another thing is actually doing it ingame. Thats 2 totally different things. As long as it all about making troops 24/7 but 100% shure that u will be able to feed it during the entire game some way, becouse it will get ALOT of them in the end.

(I only got exp from speedservers and got no clue how it works on a normal server)

Turpinator
10 Aug 2010, 08:19 PM
Good Guide :)

Toby
06 Sep 2010, 02:32 PM
first id like to say im not a very experienced travian player, especially with attack-but heres my reckoning on the maths

Macemen have 31% more attack per resource (wo+c+i+wh) compared to axemen
Macemen build 11% faster (attack per time) compared to axemen
Macemen cost 50% more cropconsumption/attack
Axemen have 60/240/22% better defence per attack/cropconsumption/resource

Time taken for the (buildcost+maintaing cost) to be equal for both units per attack:9d14h (230h)

(250+230)/40=12
(490+230)/60=12

so id say macemen make good suicide troops to build quickly then send off to die to beat an opponents defence cheaply, but for a hammer-axemen are cheaper

Mouse-Keyboard
06 Sep 2010, 04:39 PM
but for a hammer-axemen are cheaper

Unless you are good with heavy -wheat ;)

Touched
06 Sep 2010, 05:10 PM
I posted ''10 day snapshots'' but the cacls used were more detailed than that



Think there lots of variables which affect it

at a basic wheat consumption level

2 axes cost 980 and eat 2 crop per hour
3 maces cost 750 and eat 3 crop per hour

With a cost difference of 230, Or 230h before mace start costing more :confused:


Unless you are good with heavy -wheat ;)

Not really, if you queue 24 hours of each, then you end up with 888 mace or 533 axe.

The cost of the axe is 261,169 resources in total, where as the mace cost 222,082.

Without including attack power, the resources saved by queueing the mace works out at 39,087. The extra crop-consumption per day from the mace is 355, so 100 days of storage works out at 35,500 more than the cost of storing the axes.

Eventually the extra day to day cost to store becomes quite high, an extra 355 mace a day (710 with great barracks) soon starts to add up.

KaBoom | Tobi
06 Sep 2010, 11:11 PM
http://archive.forum.travian.in/showthread.php?t=7109

;)

That's a very good guide. And clearly shows why you should build axemen in hammers. ;)

Fhuaran
07 Sep 2010, 02:53 PM
Unless you are good with heavy -wheat ;)

Skill does not change cost, that's the most fundamental and common failing when new players try to analyse resource economy. It's the same error as I heard somebody else make recently when they declared, "if you don't have lots of troops eating up the wheat, your capital wheat fields will pay for themselves faster". WRONG WRONG WRONG! Go read a couple of entry level economics and game theory textbooks then come back.

Decent guide by the way, how about incorporating a section on slow servers (where crop consumption relative to attack value and raiding capacity is different and much more important), as this one seems to be purely from a 3x perspective.

almosthuman
14 Sep 2010, 03:25 PM
of course the other plus a clubbie hammer has is that it is faster to rebuild if they get busted,not only that but if you get resource pushes from the alliance they will be the troops of choice as they will be faster to make and the faster you can build a reasonable hammer,the faster you can neutralise opposition...still like my axes though,always seem to end up with a 1/3 ratio of clubbies/axes,raid constantly with the clubbies as they are cheaper/quicker to replace.

SuperNoob
16 Sep 2010, 01:11 PM
This is my first time playing teutons so this was interesting me a lot. Some arguments seem more valid than others though...

So i did some of my own math to check the accuracy of some of the statements.

Lets assume your baracks and great baracks are both at level 20 and you are building in both of them 24/7 (I have taken into account the extra cost and time difference in my calcs)

That means you are building either 1029 axes or 1715 clubs per day. Taking an arbitrary 70 days of building time (Absolute minimum building time for a WW with minimum structure and no attacks is around 68 days) you can build the following:

Axes:
72 030 troops
4 321 800 attack points
at a total cost of 70 589 400 resources

Clubs:
120 050 troops
4 802 000 attack points
at a cost of 60 025 000 resources

So at first glance clubs win hands down! more attack points at less cost!
But look again....
Your axes are eating only 72 k crop per hour and your clubs as at 120k!
Also taking into account that the axes/clubs built on the first day have been eating for the last 10 days, the second day 69 days and so on the figures look like this...

Total crop consumed by infantry since day 1:
Axes: 61 369 560 crop in 70 days total
Clubs: 102 282 600 in 70 days total.

That is a 40 million deficit!!

Now look again at the deficit between resources used to build your axes and your clubs. thats only 10 million. So looking at the general picture, axes are much cheaper.

Now the argument changes and it says, yes but with that extra cost I get more attack points, and that is obviously true. So how much attackpoints is that really and how much is this costing you?

Taking the 4 802 000 attack points that the clubs generate as a benchmark... How long will it take to generate that when building axes?

Building at the same rate axes will achieve 4 815 720 points in 78 days (10% difference) and even though you have been feeding the axes for 8 days more they are still coming in at almost 10million less resources than the 70 days worth of clubs. (if the Life of the WW is 70 days, the plans are placed on the map about 5 days earlier so a good time to start building!)

So what does this meen? as a rule of thumb (actually i calculated it as more acurate than that!) getting the same attack points will take 10% longer with axes at much less cost and effort so: start planning earlier!! (as we seen at 70 days the difference in crop use is 40k an hr so that is very substancial especially seeing that the production of a 15c at all level 16 fields and 75% oases as well as Gold 25% gives 42k/hr)

As a point of interest: If you have less than 18 days to build your army in clubs will be the cheaper option but only if it dies after that time! If you start 2 days earlier you will have more attack points at lower cost with axes.

Saboteur
16 Sep 2010, 06:52 PM
As a general rule of thumb, that I follow, if you are:

- Building a large, pre-planned WWK then axe are the better choice, usually due to the sheer wheat cost of storing mace vs attack points gained. Resources shouldn't be a consideration in this case; if you're a serious WWK player, you will have no issues.

- Going to play a very offensive, gold heavy and active game then mace are by far the better choice due to their "expendable", attack:build time ratio.

Lots of WWK players will choose axe for a sustainable game plan and then switch to mace in the last few weeks of endgame when garage space is freely available in their alliance to store macemen. By the same token, lots of heavily offensive players will switch to axe if their game slips in any respect.

You should also consider the likelihood of your account gaining a diet or training artefact, which most top Teuton accounts will be after, and how this would affect proceedings.

JM2C!

Mouse-Keyboard
16 Sep 2010, 07:01 PM
As a general rule of thumb, that I follow, if you are:

- Building a large, pre-planned WWK then axe are the better choice, usually due to the sheer wheat cost of storing mace vs attack points gained. Resources shouldn't be a consideration in this case; if you're a serious WWK player, you will have no issues.

- Going to play a very offensive, gold heavy and active game then mace are by far the better choice due to their "expendable", attack:build time ratio.

Lots of WWK players will choose axe for a sustainable game plan and then switch to mace in the last few weeks of endgame when garage space is freely available in their alliance to store macemen. By the same token, lots of heavily offensive players will switch to axe if their game slips in any respect.

You should also consider the likelihood of your account gaining a diet or training artefact, which most top Teuton accounts will be after, and how this would affect proceedings.

JM2C!

Wheat is a resource, so if res isn't a problem, then go for mace :rolleyes:

Toby
30 Sep 2010, 11:03 PM
Did some more maths, geeky eh..

Basically worked out that with upgrades and great barracks, it takes 47 days before the atk/cost of macemen and axemen is the same, and in that time you would of been able to produce 8000 more axemens worth of atk points. If you switched to building maces 47 days before sending off a hammer then its equivalent to a free 16% decreaced barracks training time during that period.

badbrain
05 Oct 2010, 09:26 PM
easy really. maces have better moustaches. so they win everytime:p

Katzenkopf
06 Oct 2010, 05:03 PM
easy really. maces have better moustaches. so they win everytime:p

Axe >> Mace.

Mouse-Keyboard
06 Oct 2010, 05:33 PM
Axe >> Mace.

How so?

KaBoom | Tobi
11 Oct 2010, 01:18 PM
How so?

Just take a look at this. Taken from the .in forum.

http://img229.imageshack.us/img229/7837/46081297395d07a36515o.png

Axe-hammers get cheaper with the time, so if you want to do a very huge one, better choose them.

Mouse-Keyboard
11 Oct 2010, 04:09 PM
Just take a look at this. Taken from the .in forum.

http://img229.imageshack.us/img229/7837/46081297395d07a36515o.png

Axe-hammers get cheaper with the time, so if you want to do a very huge one, better choose them.

Off/Res
Clubswinger 0.16
Axeman 0.12245

Off/Time
Clubswinger 0.055556
Axeman 0.05

Carry/WC
Clubswinger 60
Axeman 50

Carry*Speed/WC
Clubswinger 420
Axeman 300

Carry/Res
Clubswinger 0.24
Axeman 0.10204

Carry*Speed/Res
Clubswinger 1.68
Axeman 0.61224

Carry/Time
Clubswinger 0.08333
Axeman 0.04167

Carry*Speed/Time
Clubswinger 0.58333
Axeman 0.25

KaBoom | Tobi
11 Oct 2010, 09:00 PM
Its all about cost when you are sure that your hammer will destroy the WW anyway. ;)

Mouse-Keyboard
12 Oct 2010, 06:13 PM
Its all about cost when you are sure that your hammer will destroy the WW anyway. ;)


Off/Res
Clubswinger 0.16
Axeman 0.12245

:rolleyes:

KaBoom | Tobi
12 Oct 2010, 08:19 PM
:rolleyes:

Mace just lemon, you lemon and your hammers built do also lemon. Why do you argue with me then?

SummerMcLovin
13 Oct 2010, 10:07 AM
:rolleyes:

As was shown by Tobi's table, axes will soon use less resources over time because of their lower wheat consumption. Remember that you need to feed your hammer for a long time if you start early enough to end up with a huge one.
You'd be right if you could insta-build troops during end-game, but in the normal long timescale of hammer building axes are cheaper.

Mouse-Keyboard
13 Oct 2010, 07:06 PM
As was shown by Tobi's table, axes will soon use less resources over time because of their lower wheat consumption. Remember that you need to feed your hammer for a long time if you start early enough to end up with a huge one.
You'd be right if you could insta-build troops during end-game, but in the normal long timescale of hammer building axes are cheaper.


Troops WC Res Total Attack Attack/tRes
Mace 532,997 1,918,789,200 133,249,250 2,052,038,450 21,319,880 0.01038961038961040000
Axe 319,798 1,151,272,800 156,701,020 1,307,973,820 19,187,880 0.01466992665036670000

That's some stats for constant building for 300 days ;)

SummerMcLovin
14 Oct 2010, 08:28 AM
That's some stats for constant building for 300 days ;)

I thought you were going for Clubs are better here? :confused: As you've shown, you're much cheaper going with Axes.

Mouse-Keyboard
14 Oct 2010, 06:13 PM
Made a mistake on the last stats (production costs should be doubled) :oops:


Troops WC Res Total Attack Attack/tRes
Mace 532,997 1,918,789,200 266,498,500 2,185,287,700 21,319,880 0.00975609756097561000
Axe 319,798 1,151,272,800 313,402,040 1,464,674,840 19,187,880 0.01310043668122270000

Fhuaran
14 Oct 2010, 07:20 PM
Troops WC Res Total Attack Attack/tRes
Mace 532,997 1,918,789,200 266,498,500 2,185,287,700 21,319,880 0.00975609756097561000
Axe 319,798 1,151,272,800 313,402,040 1,464,674,840 19,187,880 0.01310043668122270000


You are making no sense whatsoever...everything you say seems to point to axemen in the longterm! Especially on slow servers:


300 days

But remember that this guide is strictly for speed servers, On which Tobi is king! If he tells you something about speed servers you take his word on it.

Incidentally MK, what are your speed server big hammer credentials since you're now such an authority over people like Tobi who have actually built them?

Fizzy
15 Oct 2010, 09:16 AM
I havent fully read this, as I know that a mace/mace hammer costs more than an axe/axe hammer once you get past 16(?) days or so, but does someone have figures for an ax/mace hammer ? Given that the cost of an axeman in a GB is 1470 compared to 750 for a mace, it will therefore take longer for the wheat consumption to have an effect. So if anyone could kindly show the figures for when it crosses over, it would be marvellous.

(Im thinking artefact busters)

Mouse-Keyboard
15 Oct 2010, 03:51 PM
But remember that this guide is strictly for speed servers, On which Tobi is king! If he tells you something about speed servers you take his word on it.

I don't believe anything Tobi says after this thread (http://archive.forum.travian.co.uk/showthread.php?t=61508).

Fizzy
15 Oct 2010, 04:17 PM
But remember that this guide is strictly for speed servers, On which Tobi is king! If he tells you something about speed servers you take his word on it.


Blimey, how much did he pay you for that ?? :p

KaBoom | Tobi
15 Oct 2010, 04:47 PM
I don't believe anything Tobi says after this thread (http://archive.forum.travian.co.uk/showthread.php?t=61508).

Go cry in your corner and let the experienced player discuss their things. How big was your biggest army?
Like 40k crop consumption? For the record, we stored like 700k in other accounts, that was it.


Blimey, how much did he pay you for that ?? :p

I don't even know him personally, but he must be right haha! :p

Mouse-Keyboard
15 Oct 2010, 05:49 PM
Go cry in your corner and let the experienced player discuss their things. How big was your biggest army?

At least I don't lie about my armies :rolleyes:

KaBoom | Tobi
15 Oct 2010, 11:53 PM
At least I don't lie about my armies :rolleyes:

Lie about what armies?

Mouse-Keyboard
16 Oct 2010, 01:23 PM
Lie about what armies?

http://archive.forum.travian.co.uk/showthread.php?t=61508 :rolleyes:

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Skepta
16 Oct 2010, 02:09 PM
http://archive.forum.travian.co.uk/showthread.php?t=61508 :rolleyes:

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Just because you can't build a hammer, doesn't mean other people can't.

Mouse-Keyboard
16 Oct 2010, 02:24 PM
Just because you can't build a hammer, doesn't mean other people can't.

Yes, but that particular one was faked.

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Skepta
16 Oct 2010, 02:26 PM
Yes, but that particular one was faked.

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Prove it.

There are people who want it to be fake much more than you do, and they haven't conclusively proved it is yet.

Mouse-Keyboard
16 Oct 2010, 02:30 PM
Prove it.

There are people who want it to be fake much more than you do, and they haven't conclusively proved it is yet.

Tobi kept changing his story.

Skepta
16 Oct 2010, 02:45 PM
No he didn't.

Mouse-Keyboard
16 Oct 2010, 03:01 PM
No he didn't.


Ohh Skater Sebi spoke.

I am bored of explaining it, just because you wanna act cool in front of your computer friends from norway uk and from what country they ever come, i dont care. Short version for you.

We had defence troops in the artifact and off villages. They need upkeep. Alliance sent wheat all day. Then attack came, destroyed a little of defence. The rest we sent back, alliance still sent wheat as they did not know all troops have walked home. My dualler thought the troops have been smashed up, forgot to tell the alliance. They still sent millions of wheat. Attacker stole wheat. We lost about 800 millions in 10 days. After attack were over for 5 days, we got send defence again, then attacks came again, as we had a spy in alliance. Same game again. Understood now, little girl? :rolleyes:


THIS!!! Finally some provements that this tool isnt trustable. I am 100 % sure we have raided the most amount of all players that server, we got raid much but this statistic cant be right.

:rolleyes:

KaBoom | Tobi
16 Oct 2010, 03:20 PM
:rolleyes:

Sorry erm it is the same?? We got raid out our wheat 10 days before end of the server and lost much i doubt it were 800 million i was exaggerating but we definitely raided most of the server as week 2 - 14 always Top raider, this tool is not trustable it has many wrong numbers in it. Plus i'm not that sad to fake screenshots (i dont even know how to do tbh) to get attention in a game, as we already hold all T3.1 teuton records which are proven.

I didn't want my dualler to publish it also, as i knew there will be more haters than lovers, but belive me it was the hell of a work and you obviously have no idea about hammers, so build one then speak again with me.

Mouse-Keyboard
16 Oct 2010, 03:51 PM
I didn't want my dualler to publish it also, as i knew there will be more haters than lovers, but belive me it was the hell of a work and you obviously have no idea about hammers, so build one then speak again with me.

Now building a hammer is necessary to decide if one exists?

And I'm a defensive player :P

KaBoom | Tobi
16 Oct 2010, 04:58 PM
Now building a hammer is necessary to decide if one exists?

And I'm a defensive player :P

No but it is neccessary to decide if you can talk about them or not. No wonder you are defensive btw. :p

Mouse-Keyboard
16 Oct 2010, 05:05 PM
No but it is neccessary to decide if you can talk about them or not. No wonder you are defensive btw. :p

What's the best you've done solo?

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KaBoom | Tobi
16 Oct 2010, 05:15 PM
What's the best you've done solo?

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Here (http://cry.travianteam.com/archive.php?t=2&a=&p=taranis&o=population&r=dex_2007_10_03&v=players) you are, although my off villa got chiefed i was doing rather good. First and last speed to play solo.
Has been first german speed.

Your best?

rsilver
01 Nov 2011, 09:07 PM
Mace any day of the week!

Moog
07 Nov 2011, 10:27 PM
Mace are what you build when you've broken your axe. Axe come back more often, and in greater numbers than mace. Same with Roman heavy horse versus medium. You save on build costs because they break less easily. Think about it, a mace is basically a blunted axe.

omnicognisant
08 Nov 2011, 12:39 PM
Mace are what you build when you've broken your axe. Axe come back more often, and in greater numbers than mace. Same with Roman heavy horse versus medium. You save on build costs because they break less easily. Think about it, a mace is basically a blunted axe.

It really depends on your play, Teutons sole advantage (outside of cranny dip) is the speed/cost of troop production. If you plan/believe you will kill your hammer often then it behooves you to build mace, fast rebuild means back to raiding faster.

If you are building a WWK then build axe, the extra hitting power to crop ratio becomes the main factor.

If you don't like seeing your troops die, if you are not a overactive manic raider with a stack of duals then better you play gaul or roman.

Teutons are the hardest tribe to play well for the entire game. I find them the most rewarding for the lols and annoyance factor, but then again I have never built (and have no desire to build) a WWK or monster army so I can say "see mine is bigger than yours".

Troop selection is very dependent on your play style but never forget its not how big it is, it is how you use it that counts.

wgn
08 Nov 2011, 12:57 PM
I personally disagree there. In my opinion being a decent Roman player is damn site harder than succeeding as a teuton. The extra cost of troops and building time makes them a very hard tribe to be dominant with (sure I'll got loads of people disagreeing with me now).

omnicognisant
09 Nov 2011, 03:12 AM
I personally disagree there. In my opinion being a decent Roman player is damn site harder than succeeding as a teuton. The extra cost of troops and building time makes them a very hard tribe to be dominant with (sure I'll got loads of people disagreeing with me now).

Each to their own, Romans have a easier life at end game than Teutons, it could be argued that one offsets the other (start and endgame), the variations are inherent in the design of the game, the results vary due to play style, activity and skill.

I have played Romans and I have to say I found them much easier than Teutons to play well for the whole of the server. Duration of success is more important than a fleeting moment of fame from an overactive manic raider, Romans excel at the long haul. Teutons get found out unless played very well and with a high level of activity.

Nonetheless I love the smelly little beggars, and I love my club hammer, especially when they die on a Roman hammer.

This is the wrong thread to be discussing the pro/cons of tribes so I will shut up about it now....lol