Clubs fanatism
You are a hard clubber? Clubs fanatism is something for the malest of us. It gives you a plus of 50 % attack but you loose 30 % healthpoints forever. The fanatism status takes about 30 seconds f11. Then you can go fana again immediately. From your(maximal) left 70 % healthpoints only another 21 % will disappear with the second time. So clubs with few hp left still can cause some damage. You see, this ability is something for real men who don`t wait at home cause they are afraid but try to enter the enemies base often. They don`t care loosing some of their energy as long as the enemy takes enough damage. He sacrifices himself for the tribe. If you are a tribe with such an attitude, this is your thing.
These are your bonusses: fanatism; infantry-swords: attack, healthpoints, speed, costs; cits speed + healthpoints.
Don`t go fanatic before you are near the cits cause if they can run away on time, your units lost 30 percent hp for nearly nothing. If you meet clubs, don`t go fana cause either the enemy runs away and u wasted hp or -if he has more clubs- he outmasses you. This is possible despite of the better fighting value of your men cause 1.) yours mostly come from an attack and are weakened both by hits and earlier fana and 2.) If units have much attack and few hp the one with more clubs wins easier cause ur strong-attack-clubs are dead soon when he diriges his clubs in a smart way.
Some fanatic clubs in your base make the attackers keep away or let them at least run away or die. Don`t hesitate to go fana with some clubs in your defense. The loss of hp is worth it.
If your enemy is dumb enough to tower such an heroic tribe as yours, kill either his temple or his towers when your army is big enough. With fana, you have an advantage. If it is possible, ignore his towers and kill his eco. In this way your clubs are often better used.
I don`t have to say much cause real men know what is to do so I give a résumé: Go fana and fight bravely if it`s useful and retreat for waiting for strenghtening if you would waste.
Against clubs: 2 Kill his cits faster than he does yours which should be easy if your enemy isn`t much better. If he can build things near yours, either ignore it or mass clubs and then attack with fana as soon as your army will be big enough.
Against spears: 2 You have good chances to pull your enemy down before he has spears - assumed you attack as much as you can and don`t go fana before you have reached his cits. Maybe try to get his hunt or 2nd iron before he is strong enough to defend it. If you have stone mining + tower ups in your civ also, this makes that easier. Don`t stop massing. The enemi spearmen are not hard to kill and he has a weaker eco than you. If you fight against spears, take care that you have 40 % moral.
Against hard rush: 2 Scout the enemi teammate`s base if you are rushed hard by your enemy. If he could make pro, prefer temple to houses. Otherwise, the other way round. With your strong cits and fana clubs, you should be able to leave early game well.
Against slingers: 1 The enemy has no chance if you are his main enemy. If it is the ally, kill with fana if they have no good speed and without fana if they have much speed and tower support. You don`t need moral to win if they are not more than yours and havent much support. If he goes another 1 or 2 units, he can`t mass them that much that they are dangerous - if you keep attacking.
Against rock throwers: 2 Ignore the rockers at start and kill cits only. If you have some clubs, you also can attack a little army of him in his base. After this, he should be dead. If his ally does rockers, have pro and delete temple - if you are sure to have success- or mass very much. But the best is to stop them from advancing before they can build a base near yours. This shouldn`t be too hard. If you have your enemy down you can storm the ally`s base. He should be dead then cause his rockers are mostly out.
Against priests: 2 Gay men have no chance against real men. If he has 20 priests on the battlefield and you 20 clubs, he will convert about 5 of yours before you have killed his first line and you will loose another 5 by converts and killing his converted clubs. So he looses 20 priests and you loose 10 clubs. He lost 400 food and 800 gold, you lost 240 food and 240 iron. To succeed, he must not have moral. Try to avoid under all circumstances to fight him when he is in a moral area. If he isn`t assisted by an ally, he shouldn`t come to a dangerous place. If he masses priests he isn`t able to assist much with samsons, spearmen, slingers. If he co-recruits clubs, you should have down him fast cause he gets too few clubs to fight you in an acceptable way. If you know someone going gay often don`t hesitate to put anti-convert in your civ. You really don`t have to do his gayness to yourself!
Against towers: 2 If you realize that he is towering, scout out far. So he won`t be able to tower you at start. Don`t attack his base for a short while after the start rush until you have 15 clubs or so to attack. Then you should be successful. If he walls mines, kill all free again and again. It might be possible in this case that you can get his hunt and mass fast enough to destroy his base later or -if needed- go stone age for samsons. Samsons are strong men so that goes with your heroic style. Make sure he doesn`t expand secretly if you can do something against it without inadequate losses. Keep walking in his base for that reason. If he manages to tower near your base: In some cases it is better to kill temple and quake than destroying his towers but don`t do it generally. If you aren`t sure to succeed with quaking, better kill the towers. Only attack towers if he has no hp up. Otherwise - if you can`t hit his eco much anymore- go stone for samsons. Take care for stone mines out of bases. A few stone throwers can solve that issue if he mine walled them.