Originally Posted by
WarrenJames
I noticed too when luring and fighting Clan Castle Troops that units have a distinct windup time on attacks. All units have them, but wizards seem to have one of the longest, or at least long enough to be painful verses other units. With archers attacking, I see a wizard wind up for the shoot, only to stop and windup again for a different target, because an archer took it out. Unless deployed just right, wizards hardly do a thing against enemies. This is one of several reason why a circle of archers can take out most Clan Castle troops. The turning and windup takes up time, while the ambushing archers usually just keep firing. Defeats the purpose of having meat-shields to protect wizards from attack.
I have to admit, changing how wizards work verses troops would change balance noticeably. But for the cost of the unit, one would expect they should be able to take out a group of archers, without badly hesitating. But not too well verses a circle of archers, since that's a different story.