Clan strat

I think the first defenders of goblin forts are scorp archers, do if you use your spell on turn one you can hope to have several of them. if they are close enougth of your position, you can rush a neighbour on turn 10-20 (epic speed, large map). It is a bit of a gamble. Deciding on when to use the worldspell mostly depends on how crowded the map is with factions, I use it early because I like to play with 15 civs on a large map.
 
Fire is much harder to spread now, which is a serious problem. There are also some details that need to be reworked, such as ogres being moved to the melee line, and breweries not existing anymore.
 
Clan actually works better after .40. Or at least I think they do. They can grab mining resources a good deal easier, and have all their strengths down one tech path (plus masonry). Still, it's a bit hard to get their economy going, I'm still not sure what to do there.
 
Early on I go for masonry and horseback riding, then trade. Combined with the good exploration from initial scouts (who only have to fear animals) + worldspell you should be able to do some trading, always beneficial for the clan (the tech you gain can be valued at 135% !). It worked quite well on monarch/epic/large pangaea. (the only drawback is you need writing)

The fact you can produce wolf rider unit in any city means you only need the warrens. Their mobility is of great use defensively, you can regroup in no time to face invasions.

Forgot to add you'll need the basic techs to have an economy, whichever fits your startpos.
 
Regarding techs: the Clan can't get Sorcery without Writing can it?
 
It can't. Just like you'd have to tech a useless Writing tech before hitting Trade.

Recently, ever since the patch that gave double speed settlers to Expansive leaders, I've been experimenting quite a bit more with Jonas--and imo he has become a pretty strong alternative to Sheelba (whom I picked almost exclusively for the Clan pre-patch).

As for tech-wise, I usually do prefer hitting Bronze Working first, before going for horseback or masonry, to quickly grab Rantine for barb city conversion purposes.
I must admit that with the recent changes to the mounted line (ogre changes), I have been ignoring the wolf-riders somewhat. Sure, they have mobility just like horsemen, but being a somewhat dead-end unit, sometimes I do prefer to just focus on the melee line and perhaps hit ogres asap.
You cannot upgrade your Axes to Ogres either, but they can pick up higher weapon promotions to be of some decent use, and iirc you can still promote your high-level Axes (should you pick up useful promotions like City Raider III) to Paladins and such.

Trade, however, is still a very high priority tech to reach since you could very easily have contact with almost every civ with your worldspell.

Also, now that Archery can also be teched off Mining (instead of having to tech Hunting), grabbing Archery to buy loads of 4/6 Scorp Archers very early on from forts can be very effective in building up a defensive force. I almost always follow RoK with the Clan these days for them, not to mention that Jonas now has the ability to spam out numerous cities with his Expansive trait so all that gold adds up.
 
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