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Basic overview

The Seminole allow you to train Seminole Sharktooth Bowman. The technologies available to the Seminole are focused on archer units; the first significantly improves all damage done by archer units, while the second allows the Seminole units to become very efficient at siege. You can have 15 Seminole Sharktooth for each Seminole settlement you hold, and they appear on two standard maps; Carolina and Bayou.

The unit – Seminole Sharktooth Bowman

The Seminole Sharktooth is a ranged infantry unit and it has unusual qualities for this class.

 

Seminole Sharktooth Bowman

Cost: 75 Food, 25 Wood (139 Villager seconds)

HP: 115

Speed: 4.5

Resistance: Ranged 20%

Ranged attack: 16, ROF 1.5, Range 12 (Bonuses Heavy Infantry 1.25x, Ranged Cavalry 1.5x Eagle Knight x2, Coyote Man x 0.75, Hand Cavalry x 0.75)

Hand attack: 8, ROF 1.5 (Bonuses Heavy Infantry x 2, Ranged Cavalry 1.5x Eagle Knight x 2, Coyote Man x 0.75, Hand Cavalry x 0.75)

Siege attack: 10, ROF 3

Train time: 20

 

Skirmisher

Cost: 50 Food, 65 coin (168 villager seconds)

HP: 120

Speed: 4

Resistance: Ranged 30%

Ranged attack: 15, ROF 3, Range 20 (Bonuses: Heavy Infantry x2, Ranged Cavalry x 1.5, Eagle Knight x2, Coyote Man x 0.75, Hand Cavalry x 0.75)

Hand attack: 6, ROF 1.5 (Bonuses: Heavy Infantry x2, Ranged Cavalry x 1.5, Eagle Knight x2, Coyote Man x 0.75, Hand Cavalry x 0.75)

Siege attack: 12, ROF 3

Train time: 24



Crossbowman

Cost: 40 Food, 40 Wood (128 Villager seconds)

HP: 100

Speed: 4

Resistance: Ranged 20%

Ranged attack: 16, ROF 3, Range 16 (Bonuses Heavy Infantry 1.25x, Ranged Cavalry 1.5x Eagle Knight x2, Coyote Man x 0.75, Hand Cavalry x 0.75)

Hand attack: 7, ROF 1.5 (Bonuses Heavy Infantry x 2, Ranged Cavalry 1.5x Eagle Knight x 2, Coyote Man x 0.75, Hand Cavalry x 0.75)

Siege attack: 10, ROF 3

Train time:  20

 

Analysis

The words very poor and possibly useless come to mind when looking at the stats of the Seminole Sharktooth. The biggest flaw here is the range and the set up time. It has only 12 range, yet it has a set up, which means it is slightly less than that because it takes about half a second before the unit actually fires, and the target might be out of range by then. To make matters worse, the Cherokee appear on every map the Seminole are on - and the Cherokee are easily superior. These units should not be trained unless you have cards invested in the Cherokee.

Technology


Seminole Guerrilla Wars

Cost: 200 food, 200 coin

Effect: Seminole Sharktooh Bowmen gain 4x multiplier against buildings

Comments: Back in the early days of the game it used to be a popular strategy to use this technology, the Seminole archers, and possibly pikemen to rush your opponent and quickly siege them before they could do anything. However, nowadays this strategy doesn’t work so well - because most people are aware of it, it is very easy to see coming, and players overall have become better at dealing with all-out rush-style attacks. As a result, this technology is not really all that useful - and it doesn’t really save the Seminole archers from being rather useless.


Seminole Bowery

Cost: 300 Wood, 300 coin

Effect: Archer attack +25%

Comments: Something that is often overlooked with this technology is that it also improves cavalry archer units as well. If you are using the British or Japanese, this technology is absolutely devastating to use with Longbowmen and Yumi archers, though it is expensive. The Sioux can use it to boost both their Cetan Bows and their Bow Riders. In short, if your civilization has a useful unit armed with a bow it is a worthwhile if maybe expensive investment. Otherwise look elsewhere to spend your resources.


Summary

The Seminole are only useful if you play a civilization that uses archer-style units. The units themselves are simply too poor in combat to be useful, and even though the technology enables the Sharktooth units to be capable of siege, there are still better and safer units for this job.

 

 

 

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