These highlanders from the North are formidable indeed. When moving in a tightly packed formation they will make mince meat out of most any foe. They attack using their claymores to cleve various body parts from their enemies. They are all-around great melee units. Strengths: Berserks (like all melee) are most effective when traveling together in groups. Their numbers allow them to hack a foe into submission while said foe can't even manage to raise his sword or axe. Some units abort their attack if they're hit in midswing. A lone veteren zerk can hack down a thrall without taking one hit from its axe. When you group zerks together this dynamic becomes all the more effective. So to make the most out of your zerks make sure they are tightly packed together. Some people even use the FEAR unit editing program to make an even tighter formation by changing the unit sapacing in BOX formation to about .55. Zerks also swing their swords faster once they get a few kills racked up. It's nice if dorfs leave single thrall alone so the zerks can get these kills. Zerks are half as vulnerable to paralysis as other units. Weaknesses: Trow, and that's about it. They are not particularly vurnarable to anything. Vitality: 5.5 Damage Per Swing: .547 - .648 |
Berserks |