July 21, 2010
WARNING: THISI IS ONLY TO BE USED WHILE BEING ATTACKED AND ONLINE
We all know the alignment of our wall defense, or what it should be,
but the frequent use of canopeners (CO's) have changed this. Read the
write up on CO's, then proceed to this!
With the Field Distance being required to make CO's work, this poses a
problem to you, with our defense set for MAXIMUM FIELD DISTANCE. To off
set this, i recommend the following, when CO's are being launched, drop
your Wall D to LOGS and ARCHER TOWERS ONLY. This is called a COMPACT
DEFENSE. This will give your enemy no room for the 'FODDER' to distract
your archers, they will all enter range roughly the same time with your
AT's. The logs will help eliminate fodder, much like traps, but a much
closer field distance. SH's, SB's and CO's you can use this to off set
your fodder casualties... although for a SH I would still personally
want a trap or two up.
This works out PERFECTLY for the 'TIMED' attack, where SH's, SB's, and
CO's are all planned to meet at the same time... it will offset your
Fodder losses, which should be good to offset the SB losses, which make
the SH less effective than it was before.
WARNING: CAV & CATA WAVES CAN KILL.
You need maximum field distance against CAV and CATA wave to prevent
SMASHING OF ARCHERS. In this event, make sure to replant traps and
abatis ASAP. You need them there before they land.
Recovery of this battle strategy takes about 1 1/2 days to rebuild your
Wall D back to spec, without out accounting for LOG and AT losses. I
have personally done this and has made great defense when in the HEAT OF
BATTLE, but this is not recommended for regular play!!
Posted by Wes Mahony
July 21, 2010
Here is a recipe for the PERFECT CANOPENER (simple style):Warriors: 60,000 -
Archers: 30,000
-
Pike: 2,000
-
Swords: 2,000
-
Workers: 2,000
-
Scouts: 2,000
-
Cavalry: 1,000
-
Cata: 1,000
WARNING: You must have 5k in field distance for this to work, aka...
they gotta have traps!! Without the field distance, your troops will
meet the archers immediatly and they will get smashed. Canopeners (CO's)
are only good to get rid of fodder before you Spearhead (SH) or
Scoutbomb (SB) your enemy. If there are traps and NO FODDER LEFT and the
archer count is over 100-150k, you should continue your attacks with
SB's until the archer count is at a safe level, or all the field
distance is eliminated.
Posted by Wes Mahony
April 16, 2010
Link: http://inspiralmedia.com/guide/Defense2.htmBIGDIKUS mailed this to me long ago, and noticed when I talked about it yesterday, many had NO IDEA what I was talking about. This is one of the best write-ups on field distance I've seen. Field Distance is what happens when you attack a defending city, or visa-versa. Please adhear to our WALL D set-up to optimize field distance. -RVP
April 16, 2010
This is a method that makes BUILDING TROOPS when YOU FARM simple. Prior to sending out farm waves (which should be 8-9 at a time) follow these steps. - Assign best ATK hero to Mayor.
- Go to TH and drop production to 0 in all resources.
- Go to Barrack and que the maximum of Archers or Scouts (unless other troops for the day are desired) and split production by checking the box.
- Reset Mayor to POL and production to normal. Now Farm
February 22, 2010
There is a certain time in the game where THIS is one of the most important things in battle. Once all your researching is complete, Intel heroes are a waste. Political hero's should be renamed 'Queen' and the rest should be attack heroes. Great attack heros have a base attack (at lvl1) of 70. You wanna be close to that as possible. When getting a hero from the inn, HOLY WATER is useful to redistribute the attribute points. Once your hero's have a good base, lets start building. Farming is the FASTEST-Most effective way to get a hero to a 125atk (spend all upgrade pts on attack-hero should only have 1 attribute to increase, or specialize in). Next, farming lvl10 npc's with war horn will get you to a lvl200 atk, (below 200 you must scout for low lvl hero's). Also, defending your city will increase atributes, and defending others. Make sure loyalty is at 100 if attacking. If attacking other players, its important to win, and have loy @100, as to not LOSE your hero. Method of farming a lvl10 NPC.- Apply warhorn (or ivoryhorn)
- 1 scout the lvl10's till the HERO inside is lvl11 or less
- Attack with 92500 archers, 1k scout, sword, pike, and 2k trans and war (this minimizes your cost of farming)
- Heal your wounded
Your cost is ALL the 'meat' and 5-7k archers. You can queue them in a day. Your hero gets 1.8mil experience points for every successful attack on a level 10 (NPC must have full troops to get full 1.8mil).
January 13, 2010
Rally Spot has a tick box to open gates. When the box is ticked the gates are OPEN. Embassy has a tick box as well. When the box is ticked alliance members can REINFORCE you. These need to be ticked in EACH city. Just because you tick the embassy box in one city it doesn't automatically tick the box in other cities for you and it DOESN'T tick the Rally Point for you either. Tick all cities Rally Point and all cities Embassy. Why you say?: - Reinforcing troops (yours too) can ONLY fight/defend when the gates are OPEN.
- Wall defenses by themselves can be destroyed in ONE hit by a good spearhead attack.
- Wall Defense takes AGES to rebuild and you cant heal any when they get killed but, however some troops can always be healed and they take less time to rebuild.
- Alliance members CANT reinforce you if your embassy isn't ticked (Try to have at least 5 or 6 spaces available for reinforcements)
- Alliance members WONT reinforce you if your gates are closed (Rally Point box unticked). Wall defenses multiply the effectiveness of fighting troops 6 or 7 times. Without wall defenses reinforcing troops fight roughly 1:1
- When gates are closed enemy scouts ALWAYS get a report because there is no defending scouts to fight against. (Most times enemies send a single scout to see if gates are closed. If gates are open they lose the 1 scout and most times don't bother to send more. If they see your gates are closed they get a report you INSTANTLY become a target)
Again you should ALWAYS have: - Rally Points ticked = Gates Open
- Embassies ticked = Able to be reinforced
BTW. If you have more reasons for keeping gates open and embassies ticked let me know and i'll add them to the list. PS. As a courtesy to those you are reinforcing always send some food with your troops if they are going to stay for any length of time.
January 2, 2010
NPC |
Min Balista (Based on ARCH & HBR lvls belowl)* |
Hero |
Transporters & Logistics level needed to clean out the NPC
|
Resources |
ARCH
|
6 |
7 |
8 |
9 |
10 |
|
Attack |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
|
| 1 |
50 |
12 |
12 |
10 |
10 |
|
40 |
43 |
40 |
36 |
34 |
31 |
29 |
27 |
26 |
24 |
23 |
22 |
215000 |
| 2 |
100 |
100 |
50 |
25 |
25 |
|
40 |
71 |
65 |
59 |
55 |
51 |
48 |
44 |
42 |
39 |
38 |
36 |
355000 |
| 3 |
150 |
140 |
135 |
125 |
125 |
|
70 |
240 |
219 |
200 |
185 |
171 |
160 |
150 |
142 |
133 |
127 |
120 |
1200000 |
| 4 |
|
350 |
275 |
225 |
200 |
|
70 |
452 |
411 |
377 |
348 |
323 |
302 |
283 |
266 |
251 |
238 |
226 |
2260000 |
| 5 |
|
|
1000 |
500 |
425 |
|
70 |
798 |
726 |
665 |
614 |
570 |
532 |
499 |
470 |
443 |
420 |
399 |
3990000 |
| 6 |
|
|
|
|
|
|
|
1040 |
946 |
867 |
800 |
743 |
694 |
650 |
612 |
578 |
548 |
520 |
5200000 |
| 7 |
|
|
|
|
|
|
|
900 |
1237 |
750 |
1047 |
643 |
907 |
563 |
800 |
500 |
716 |
450 |
4500000 |
| 8 |
|
|
|
|
|
|
|
2280 |
2073 |
1900 |
1754 |
1629 |
1520 |
1425 |
1342 |
1267 |
1200 |
1140 |
11400000 |
| 9 |
|
|
|
|
|
|
|
3370 |
3064 |
2808 |
2593 |
2407 |
2247 |
2106 |
1983 |
1872 |
1774 |
1685 |
16850000 |
| 10 |
|
|
|
|
|
|
|
4460 |
4055 |
3717 |
3431 |
3186 |
2974 |
2788 |
2624 |
2478 |
2348 |
2230 |
22300000 |
| HBR* |
4 |
5 |
5 |
8 |
9 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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| * HBR should ALWAYS be 1 below ARCHERY for no losses |
|
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| Military tradition increases attack power and should be kept even with archery |
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In practice with higher level heroes and HBR 9 / ARCH 10 / MT 10 (120+ Attack) only 250 balista are needed... but why take chances if you don't need to? All NPCs above level 5 will incur some losses.
Posted by adapted from evony.cathyland.net
January 2, 2010
Like the real military, everyone has a job, but you should only choose what you are best suited for, and don't over do yourself if it's too much. For an alliance to achieve maximum effectiveness everyone should choose a role and be active communicators.
Assassin: The ability to independently TP into and area, 500k archers
and 500k mixed troops and waste ppl. You might not have them now... but
that is your focus. To get to that capacity, and own random TP's to
light people up.
Personal Liason:This is a person that supplies resources to an assassin... help them
build surpluses of troops. Will need to make good portions of lumber
and iron, and should have warehouse, full lvl10 wall defenses, lvl9
relief station, and marketplace. Assassins will funnel excess good to
you for sale to buy supplies. They must be relatively active, and if
your are attacked, will be guarded to the HILT... Embassy is important.
Should have some troops and can farm NPC's.
Warriors: You are the backbone of offense and defense. You strive for 100k
archers in each of your cities, for use of reinforcing others, and
another 100k to fight with. Also should have mixed troops, and 10k Cav
for 0'ing. You are the most well rounded soldier.
Resources: Much like the personal Liaison... only to the entire fleet. The safer
your city the better...should strive for 100k scouts and 10k cav, along
with transports. Warehouse good, help ppl when needed.
Bombers: Choose your poison... they can be scouts, cav, or warriors. Let the host know your designation... War and Scouts should work towards 500k, cavs to 200-300K. They take a lot of feeding. You also need your assault army and other mixed troops, but you have a specialty... FOR ATTACKS ONLY.
Scout: Scouters should have 500k per city. They should make a lot of lumber and
iron for themselves and farm npc's. Be self sufficient with your
resources and constantly ques scouts. Prepare to scout with 100k, which
means a rally10, and attack hero's of 100+. (build that way farming
npc's)
All players should choose a specialty and let the host know. As we add more experienced and active players we will think about dropping those that haven't made a choice or that don't contribute to the success of the alliance.
EG: Hey Host dude. I want to be a CAV BOMBER
December 31, 2009
This is a spearhead wave designed to take out the main defences of the level 10 NPC and the transports will clear the resources (assuming you have researched level 10 Logistics) - 2k Workers
- 2k Warriors
- 2k Pikes
- 2k Swords
- 2k Transports
- 90k archers
This also assumes you have a level 10 rally spot (Allows you to send 100k troops). You will have some losses but you will gain enough resources to rebuild them AND feed your troops for some time.
December 31, 2009
This is meant to be a spearhead attack to destroy defences, to be followed by clearing waves, or transporters to clear resources. - 2k Workers
- 2k Warriors
- 2k Pikes
- 2k Swords
- 92k Archers
It works best if opponents gate is open. This also assumes you have a level 10 rally spot (Allows you to send 100k troops)
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