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Defense

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  • Defense

    Defense should matter. Casualties should be inflicted at much higher rates. Mid range players are stuck.

  • #2
    Originally posted by Caioneach View Post
    Defense should matter. Casualties should be inflicted at much higher rates. Mid range players are stuck.
    Defense does matter. What happens in the battle mechanic is that when a player is vastly overwhelmed then the winner gains a significant bonus that reduces their losses. It doesn't matter whether the winner is the attacker or defender.

    Example 1: An attack hits with 100k troops and the defender has 50k troops. Same troops, same research etc etc. You would expect the attacker to lose 50k troops but he only loses 25k. That is because he overwhelmed the defender by 2 to 1 and received a 50% reduction in troop loss as a result.

    Example 1: Take the same scenario but flip it. An attack hits with 50k troops and the defender has 100k troops. Same troops, same research etc etc. You would expect the defender to lose 50k troops but he only loses 25k. That is because he overwhelmed the attacker by 2 to 1 and received a 50% reduction in troop loss as a result.

    It's all about overwhelming the opposition.

    On a side note: New and stronger wall defenses are coming but they will still be pointless unless you have a good size army to back them up, a high level knight set to marshal, and 'hide all troops' set to off.

    Comment


    • #3
      Is the troop level a consideration here? In other words am I better off trying to take out 1000 T3 troops with 2k T3 troops or 20k T1 troops since they are cheaper. Can you execute a Zerg Rush style attack in this game or will the T3 units overwhelm it anyway?

      Comment


      • #4
        Originally posted by Unregistered View Post
        Is the troop level a consideration here? In other words am I better off trying to take out 1000 T3 troops with 2k T3 troops or 20k T1 troops since they are cheaper. Can you execute a Zerg Rush style attack in this game or will the T3 units overwhelm it anyway?
        Nice I haven't heard the term Zerg Rush for a while

        Level itself is not exactly a factor. It comes down to total life and attack of both sides. Obviously the higher the troop level the higher your potential life and attack will be. Essentially the aim is to overwhelm the opposition by at least 2 to 1. When your attack/life is twice that of the opposition then you receive an approx 50% reduction to your troop losses. That percentage drops the closer each side is to the same attack/life.

        Assuming you are the attacker it is best to send a quantity of Tier 1 troops whose life matches the attack of the defender. Assuming you have space left then you can fill that with Tier 2 or Tier 3. This way even if you don't completely overwhelm them you only lose Tier 1 troops which are quick to replace. Sending the additional Tier 2 or Tier 3 increases the chances that you vastly overwhelm your opponent and give you a big a loss reduction as possible.

        If you are attacking someone who you cannot overwhelm in one attack it is often best to use Tier 1 to whittle them down. Saving your Tier 2 and Tier 3 for the final blow.

        If you are the defender make sure you have as many Tier 1 as possible to sit in front of your Tier 2 and Tier 3. Let them soak up the damage whilst your higher tier troops smash the attacker. What you want to do is try and reduce losses to your Tier 2 and Tier 3 as much as possible.

        Assuming the same knight, research and item buffs on both side the tiers have the following attack/life.

        Tier 1 = 1/1
        Tier 2 = 2/2
        Tier 3 = 4/4

        So 1 Tier 3 is worth 4 Tier 1.

        Hope that all made sense

        Comment


        • #5
          Originally posted by runey71 View Post

          Assuming you are the attacker it is best to send a quantity of Tier 1 troops whose life matches the attack of the defender. Assuming you have space left then you can fill that with Tier 2 or Tier 3. This way even if you don't completely overwhelm them you only lose Tier 1 troops which are quick to replace. Sending the additional Tier 2 or Tier 3 increases the chances that you vastly overwhelm your opponent and give you a big a loss reduction as possible.
          So if I am attacking a lv6 pict who has 600 light cav and 400 cav he would have 1400 life? Then what's the ideal attack?

          1400 militia plus 700 swords? Would that give me the 50% reduction in troop loss? I would only lose militia troops right?

          Thanks!

          Comment


          • #6
            Originally posted by Unregistered View Post
            So if I am attacking a lv6 pict who has 600 light cav and 400 cav he would have 1400 life? Then what's the ideal attack?

            1400 militia plus 700 swords? Would that give me the 50% reduction in troop loss? I would only lose militia troops right?

            Thanks!
            Complex Version:

            A level 6 pict camps also has level 6 (0.6 bonus) research. They also seem to use a mid level Knight set to Marshal. I don't have my notes with me but from memory it seemed to be around level 50 to 60 (0.3 bonus).

            Light Cav Attack/Life = 600 * (1 * (1 + (0.6 + 0.3))) = 1140
            Cav Attack/Life = 400 * (2 * (1 + (0.6 + 0.3))) = 1520
            Total Attack/Life = 2660

            Because a level 6 pict camp only has horse type then you can send only ground type to reduce your losses (as you seem to have already figured out ).

            Use the formula for light cav to calculate the attack/life of your own tier 1 troops. Replace the research and knight with your own values. You want to send at least enough Militiamen to cover the losses. Even with no research and a level 1 Knight that will be 2660 militiamen. Send some extras just to be safe and then send a bunch of Tier 2 or Tier 3 ground troop types along with them. This should keep your losses to a minimum.

            Simple Version:

            Send a few thousand (3k - 4k is plenty) militiamen. This will cover any potential losses regardless of your research or knight. Then send as many Swordsmen and Rams as you can to ensure you receive 50% reduction. You will only lose some of the militiamen. Maximum loss should be 1330 (that assumes really bad research and Knight on your part) but will reduce even more with good research and a high level Knight. With similar research and Knight to the pict camp then expect losses of around 700 militiamen.

            Comment


            • #7
              Thanks! That helps a lot. I did not realize they would have research/knight bonuses as well. Before I saw your response I tried 1400 militia and 1600 swords and lost 725 militia.

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