Castle archers? And you realize that 1 giant is only 7 pop. Although its price (and upgrades) is more expensive than 7 crawlers (and upgrades), it can still beat them. Technically you could have around (or over) 14 crawlers to 1 giant in terms of cost, but they aren't effective pop count wise. This is just a guess, unless you wanna try it in game? If you want, this is my information
Asddfg 244 (p.s. not currently online, if you want though I'll get on ASAP)
Wait! Are you telling me that a crawler is just over 100 gold! That's ridiculous the SwordWrath are 150 and have half the speed!
Important update;
IT WORKS!
Using a quickly assembed army of wings, juggerknights and buffed crawlers I just took out 4 giants with a few merics for support. And it was shockingly effective, against a giant spammer of 1600 rank - he obviously knew how to avoid newbie spammer mistakes.
He poped up a giant, as I was doing my hit and runs, against his economy - hadnt even got tower spawn up, he was really really quick! This first one I almost killed as it feld for the garison, having tried to counter attack me as I withdrew from his statue, but out popped another as I chased the first into garison! So I fell back to cover of my castle-dead to build a counter force. Because crawlers need only gold, have a quick build time and can build at the same time as wings, I maxed out 80 population really quickly (strong economy for the win) and I had about 4 juggerknights and 4 wings left from from my earlier skirmish force. (Think thats 60 pop with 12 miners). I had wings, juggers and crawlers. As soon as I poped the last unit I attacked.
As he came over with his giants they were not all grouped at the tower - he was still building the mass and assembling them. He had 4 giants - two at the tower and two just outside the edge of the view screen. He had about 6-8 healers behind them too I think.
One giant was dead to juggs and wings before he got all 4 into place, followed by the healers which had been stood behind the giant but fell to the crawlers - thanks to jugg charge they couldnt escape the DPS from the wings/crawlers, and slow moving giants couldnt get infront fast enough. Even if it did, the crawlers would still be on them. The crawlers took out the other healers behind the second giant, while the juggs protected the wing from thrown rocks.
Without many healers left to deal with, my crawlers rushed past the giants and ate the last healers, while the juggs tanked and the wings tore up his giants.
The giants couldnt decide who to hit, and could only stun lock max 4 targets at once, it takes 2 giant strikes to kill a crawler, so my 12 or so crawlers distracted a lot of damage and stun effects.
He quit after the last one fell, and I was pumping out reinforements far faster than he could spawn enough giants to defend.
I lost all my juggers, most of the crawlers, and a couple of wings - but I was spawning reinforcements who moved fast enough to join the fight almost as fast as he was killing troops - he couldnt cause any long term losses upon me, but his giants were not being replaced.
Edit to add, numbers quoted are only estimates - what I saw was shit loads of giants and shitloads of merics.
I'm not too sure this could work against Order Giants though, since your Wings would die first from a distance, and then your crawlers would die from 2 Spearton (that the more experienced players use in case the enemy has crawlers or whatever), then 4 JuggerKnights won't work really well against 3 Giants remaining.