Clubber
- This article is about the Release version of Clubber. For the Alpha version of this unit, see Barbarian.
The Clubber is a melee unit from the Tribal faction. They are equipped with the Club. |
Characteristics
The Clubber is a fragile and moderately weak unit armed with a Club. They will use it to swing, bash and beat enemy units. Although frail with only low health and average movement speed, they are an extremely cheap unit that can be mass deployed.
In combat, the Clubber's Cudgel deals moderately low damage and has an average cooldown period. Sometimes, they will do a jump attack to get a second of the high ground, hitting those who may be armored below but are exposed on top.
Appearance
The Clubber is a Wobbler of average size wielding a improvised wide stick as a cudgel. They have long, unkempt Tribal brown hair and are wearing a Tribal brown loincloth crudely tied with a rope. The loincloth is ornamented with a skull tied through its orbit with a rope at the center and two bones tied with thick strings on each side. They also wear a pair of Tribal bracelets and a Tribal necklace made out of tusks that are tied together with a rope.
Unit Voice
Strategies
Usage
Dealing with weaker units
The Clubber can easily deal with a Peasant or a Painter. Their jump attack also allows them to deal with clunky shield units like Shield Bearer. It is advised to put them in a group, so if one were to get hit, their comrades can counter-attack.
In hordes
Though among the weaker melee units, the Clubber is very cheap, and can be deployed in masses. Creating an advantage of fighting many against one would often prove successful. A big mob of Clubbers can overwhelm a patrol of lightly armed melee units, like Squires and Samurais. A horde of Clubbers could even take down stray Knights and Minotaurs.
Swarming
The Clubber's greatest strength is swarming ranged units. Volleys of spears and arrows may decimate the front row, but it would be replaced immediately from behind. Spear Throwers and Archers are easily flooded by the Clubber horde, who will smack them once they reach their ranks.
Cannon fodder
The Clubber can also be used as a good cannon fodder, attracting ranged and artillery attacks from your much more precious units. They are a good choice as they are cheap, and can distract or even do some decent damage if they were engaged in melee combat.
Counter
Better melee units
The Clubber isn't good against Units such as the Brawler, whom attack fiercely and have a shield that blocks their club attacks. They're not good against long ranged melee like Sarissa and Halberd either, as they can attack from a distance while the former has to get close and personal. And then there are units who can evade/avoid attacks, like the Teacher and the Shogun. The Clubber won't do too good against Units with much more refined techniques.
Ranged units
A horde may pose a threat, but a group is just easy pickings. Considerably low health and lacking any shields, ranged units can pick them off before they even get close. Having melee units as distractions would be even better, as they could stall and buy enough time for the ranged units to even defeat Clubber mobs.
Cavalry
Cavalry like Jouster is a good choice to repel Clubbers, as their fast mount can plow through big groups with ease. The Clubber can do little to attack with their slow and short-reach club. Be aware though that clumps of Clubbers may slow the mount down, giving them an opportunity to strike.
Artillery
Artillery like Catapult and Bomb Cannon can deal with mobs of Clubbers with their big splash damage. As with ranged units, melee units as distractions are advised, with a added bonus of them clumping the Clubbers together, making the area of effect damage even efficient.
Crowd control units
Another counter to the Clubber's greatest strengths, crowd control units like Mammoth and Reaper can make quick work of the Clubber hordes with their area of effect attacks. Others like Bomb Thrower and Dragon can clear out Clubber mobs with their bombs and flames.
Encounters
Being a weak unit of the Tribal faction, the Clubber tends to appear in earlier Tribal levels as the common troop. A squad of Clubbers can always be seen in the main menu, often succumbing to various units spectacularly.
Campaigns The Introduction
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Changelog
- Released
- Added chance for a jump to the Clubber
- Increased the price of the Clubber from 60 to 70
History
In primitive societies, there wasn't really a concept of maintaining an army to ward off enemy tribes. Thus, when crisis arrives, it was the local people who would be called up for fighting. These militias would pick up anything that they have by them, from a sharp stick for hunting to a big long bone from their dinner. Depending on the climate, they would wear clothing made out out of fur, hide, bones and leaves to keep them warm and good looking. With their supplies ready, they are off to battle against the troublesome tribe. After all of it settles, they would go back to their daily lives in their villages.
Generally, it is better to fight with something rather than your bare hands. For one, it hurt less when hitting something. Plus, you don't need much training to crack skulls with a club; all you need is good stamina and a strong stomach, as, usually, it doesn’t take too much to pick up something and use it in fights. As such, we've been doing so for at least 10K years. In fact, this action as affected our biology. Evolutionary biologists say that a major reason humans can tilt our wrists side-to-side (instead of just forward-and-back like other primates) is to be able to swing a club better.
For millennia, militias were the main forces. Technological progress was extremely slow and not much ever changed, except for a few upgrades as better tools and weapons were available. But as the tribe eventually grew and became a civilization, these warriors dwindled, as they found out having people specialized in certain weapons is much better than relying on the common man. Still, they could serve as a placeholder while training soldiers, and having some sort of defense is better than having none at all.
But that's not the end for the club.
Instead, not only have weapons like this evolved into other Bludgeons, but even the weapon itself is still in common use, usually in law enforcement.
Trivia
- It's the Club that actually makes Clubber jump.
- The Clubber's jump attack does not deal more damage, and is quite sluggish to make a difference in combat.
- Surprisingly, they have less health than a Halfling, and are susceptible to fall damage.
- The Clubber's voice is always the first selected in the Unit Creator.
- The Clubber is the only unit that can be seen in it's old design on the boot-up screen when launching the game (the clubber can be seen far back on the red team)
- The Clubber was originally called Barbarian.
- The Clubber is the second unit from the misc. faction that was moved to another faction. The first was the Farmer.
- The Clubber is one of the few units in TABS that have been present since the Pre-Alpha stages of Totally Accurate Battle Simulator (under the name of Barbarian). Other units include the Farmer (Pitchfork), the Squire (Squire), the Archer, the Catapult, the Sarissa, the Shield Bearer, the Brawler (Viking), the Hwacha, and the Samurai.
- There are no cave paintings of battles between people armed with clubs.
- Although stereotypically depicted as the main weapon of prehistoric humans, they rarely used a club to hunt animals, as they were too slow and cumbersome.
- It was only in hominid conflicts that the club saw prominence.
- Many remains of cracked skulls from clubs can be found dating back to 7000 BCE.
- Prehistoric humans didn't just use Clubs, they also used a variety of weapons such as Bows and Arrows, Wooden Spears, Stone Axes, stone daggers, slings and of course, Rocks.
- Almost all of them were improvised weapons that served as tools for their daily lives, such as hunting, lumbering and butchering.
- It used to cost 60 at the time of its initial release.