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they really need to learn how to word things clearly, or maybe im only to stingy with that because of my years as magic player where you play exactly by the cardtext.
I used to fully agree we needed more thumpers or faster regen. Think I even put it in a post somewhere. Now I'm not so sure.
I just used 2 of them to knock out the last two foes on an Insane/Domination Victory within minutes of taking out the first one. Just jumped everyone at once to each capitals doorstep. I've always been able to cross my territory, with no more than 2 thumpers, in time to stop a rebellion or invasion from flipping a city.
Would not say add more or faster regen, but an option to double the speed for a hefty fee would be nice.
Yeah can just ignore the enemy villages and take a worm ride to their capitals and take them down right away. :D
I thought that as well but they aren't, you can use them in a similar way but they are also a lot stronger and can move an army almost anywhere on the map, including next to enemy outposts. You can cripple an entire faction in minutes if you use them to liberate one or two spice fields which is why they have a slow recharge, its basically a superweapon. They are going to be a nightmare for online play to the point I expect countless 'nerf sandworms' threads the second that mode comes out
They shouldn't be that bad for online play as is, but no doubt people will complain. They have draw backs. If your in combat, you can't use them. If you need 2 thumpers to reach you destination, it's pretty much a win or die scenario. Also, the towers will fire if your in range. That can cause problems on a two thumper ride if you end the first one at the wrong spot, since you are in combat. It also gives the other player a warning you are coming on the worm. Since you only get 3, with a nerfed range, before 5k Hegemony it also gives the opponents time to get defenses set.