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Thread: Hachi's Defense Guide (Everything)

  1. #1
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    Default Hachi's Defense Guide (Everything)

    Since I have quit evony and do not plan to return to the game itself, I figure I can help out the people that are just starting the game or wish to know more.

    Advanced Defense Mechanics

    By Hachi

    Alright, first things first I’m going to lay out the three main types of defense. They are “5k” “Compact” and “Mech D” Each of these are vastly different from the others, and all have their strengths and weakness’. I don’t recommend one over the other, that is solely up to you and the type of player you are. Also, this guide takes for granted all your techs are lvl10 and walls at lvl10.

    5k Defense

    Walls:
    5k defense is called 5k because the range of the walls are set out to 5,000 units. This means that you have traps and abatis’ on your walls. The most popular and recommended wall setup is 17333 AT’s and 1k of each traps and abatis.

    Toops:

    Troops in this kind of defense are mainly archers, as a 5k defense allows you to play “Naked Arch.” When playing a 5k defense, I use the following troops:
    Workers: 25000..........................Warriors: 150000
    Scouts: 300000 .........................Pikemen: 25000
    Swordsmen: 25000...........................Archers: 300000
    Cavalry: 5000............................Cataphract: 1000
    Transporters: 10000...........................Ballista: 10000


    This is for a fairly advanced player, and works well for several months into the game. Also, this is going to be the cheapest city to run foodwise, only being about -6 million. The 300k archers are usually enough to hold out until you can get reinforcements there to help you defend. Also, there are adequate troops to attack smaller players that might port into your city. I have found it to be a solid defenses.

    Using a 5k Defending:


    Now, defending with the 5k defense is the hardest to actively defend with, as adjustments need to be made to properly defend to each incoming attack. There are several basic waves that I have found used most frequently on recent servers. The first being clearing waves: trying to clear out all your layers so that a player can smack your arch heavy defense out with cavalry. To defend against these clearing waves, you simply pull all but 10 of your layers out of your city and defend with naked archers. When you send your troops out, ALWAYS camp time them. This allows you to recall these troops at a seconds notice and have them in your city to defend with. The other wave that I have found used frequently is the 99k arch 1k cav wave. This wave only works properly when you have very little to no layers in your city and will kill about 50k arch a wave. To defend properly, with little losses, recall your layering troops. The archers will simply smack on your layers and kill very little.

    If you do happen to lose you layers and a player is trying to run down your abatis to cav smack you, you want to use the little box on the right that displays your walls. Build abatis 1 at a time, and keep an eye on the little box on the right. Be checking your incoming waves, looking for a smack. When you abatis reaches 1, close gates and get your abatis back up. You dont need to lose your archers to a cav smack. Rebuild 10 or so abatis, then reopen gates. You will get pleasurable results.

    Later on into a server, players might send a mech wave at your city. You will take losses on these mech waves, however, hopefully by then you will be able to have more troops in your city. What you want to do, is pull your traps and abatis, getting rid of all of them. This is the only time you want to delete your 5k walls. Immediately after you pull the walls, (leave AT’s) you want to rebuild 2 abatis then 1 at a time. Make sure you have these walls finishing AFTER the mech wave hits. Depending on the mech wave sent, you could lose anywhere from 50k-200k archers.

    Remember, you can always close gates to waves you dont want to fight against.


    Compact Defense

    Walls:
    Walls on a compact defense include no range (no traps and abatis). You want all AT’s and perhaps a few rolling logs. 17000 AT’s and 450 Rolling Logs are a recommended wall setup. You do not want to lose AT’s using a compact defense, always be building them if you lose a few.

    Troops:
    A compact defense uses layered troops to protect the archers inside the city. Warriors are popular near the beginning of the server, and then the trend changes to swordsmen. When running a compact defense, I recommend the following troops inside the city:

    Workers: 50000...........................Warriors: 250000
    Scouts: 300000..........................Pikemen: 50000
    Swordsmen: 500000..........................Archers: 300000
    Cavalry: 5000.............................Cataphracts: 1000
    Transporters: 10000...........................Ballista: 10000


    This defense is more expensive to run on food, however it is more effective against most attacks. The city will run about 9.5 million. This is still possible to achieve with lvl5 npc farming however, don’t expect to be gaining any food.

    Using a Compact Defending:


    The Compact Defense is incredibly easy to defend with. The only things you are really going to want to do is heal, and build AT’s as you lose them.

    However, most players will want to try to clear you city using cav. Since you have no abatis on the wall, cav smacks will kill troops with some effectiveness. In order to defend this, build small amounts of abatis as they send cav waves. If the player stops sending cav waves and switches to archers or mech, make sure the abatis are not on the walls.

    Scoutbombs: Never close your gates for scoutbombs when running a compact defense. Those archer towers are your friend, and the scouts will only kill small amounts of swordsmen so you need not worry about it.

    Archer rainbows will do very little to this defense, as they are only really effective clearing a city with 5k defense (above).

    Gates: Try not to ever close your gates when running this defense, if you need to, you are best not reopening unless you have at least 10 AT’s on the walls.
    Last edited by Hachi; 02-07-2012 at 01:49 PM.
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  2. #2
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    Mech Defense


    This kind of defense is most oftenly run late in a server, as it requires a lot of mechanical troops and is fairly painful on the food bill. I believe this to be “the strongest” defense, however it is still possible to kill if the defender is not quick on gates and troop building. Also, to run this defense effectively you need to have at least an insta warrior hero (432 attack).

    Walls:
    Walls on a mech defense can vary player to player. Essentially, you want AT’s and Abatis on the wall and thats all. How many of both really depends on your politics hero and its capability to build abatis faster than spam waves can kill them. Personally, I run 10k abatis and 10k AT’s until my politics hero is around 300-400 politics.

    Troops:
    Troops can also vary player to player, however not counting the scouts, you want less than 900k foot soldiers in your city at any given time. The more ballista and scouts you have, the better with this defense. I use the following troops when using a mech D.

    Worker: 25000.....................Warrior: 150000
    Scouts: 3000000 .................Pikemen: 25000
    Swordsmen: 25000.....................Archers: 250000
    Cavalry: 10000....................Cataphracts: 1000
    Transporters: 10000.....................Ballista: 50000
    Rams 8000........................Catapaults: 5000


    This defense is very expensive on food to run, topping out at about -15 million. You will not be able to support this defense hitting only lvl5 npcs, you either need to be hitting lvl10s or have a feeder account. Now, the amount of scouts to ballista should always remain about a 4:1 ratio. When it gets below that, the scoutbombs will start to target the ballista. The other troops in there are useful for hitting back, playing the honor game, or simply just for lvl10 farming.

    Defending With Mech D:

    Mech D is also very simple to defend with, as 99% of waves sent you will recieve no losses on. Howerver, there is one thing you want to have set up if you are porting a city with mech D into a hostile area. The first being your barracks, you want to take your politics hero and make a full batch of rams, should take an extreamly long time. After population regens, take how many barracks you have and times that number by 100. (15 barracks x 100 = 1500). Using your inta warrior hero, que that number of warriors behind the rams. It should be instant. You can choose to do this several times, filling your barracks with alternating warriors and rams.

    Why the warriors? You want to have a small layer of warriors in there for phract smacks. A phract smack is very effective against killing a mech D, however having even 100 warriors will blunt its force. Simply cancel one of the rams in the rax and out pop 100 warriors.

    Scoutbombs and Dirty Scoutbombs against mech D: Some pllayers will be sending scoutbombs and dirty scoutbombs to beat your mech D. If sending scoutbombs, and you are maintaing the scouts to ballista ratio of 22.5:1, they will simply hit your scouts like they are scouting you. Shouldnt be a problem. When you start losing that 22.5:1 ratio, you will start to lose ballista. You either need to get more scouts in there, pull some of the ballista out of the city, or close gates. The thing you most need to be worried about when defending with mech D is dirty scoutbombs. These are 99999 scout and 1 cav. This attack with target you mech, even if you have the 22.5:1 ratio. When you see a batch of these coming CLOSE GATES. Or, you can send your ballista out of the city, leaving just scouts, however I would be very cautious doing so. Scouts provide very little defending power, so an arch rainbow could kill all 3 million. Best choice is to close gates and let them bounce. A scoutbomb wont win an attack, so no need to worry about loyalty dropping or anything of the matter.

    Most other attacks; including arch rainbows, cav smacks, mech waves, and pretty much anything else you can think of will be extremely ineffective vs. a mech D. You should not be taking any losses to your ballista during this defense as long as you keep abatis up, watch for those phract smacks and dirty sbs. Rams will get hit, however you get 5 heals out of them before they are gone. (10% heal) Just keep healing them as they die.

    -----

    Results of defending will be honor. Lots of honor. Best way to drop this honor is to build treb cities, and hit with 5k warriors at a time. 11k trebs can drop about 15 million honor, possibly more. I always have at least two treb cities at all time so I can drop honor quickly and get back to attacking.

    Thanks for reading my guide, I hope you have found it useful.

    -----

    Few extra notes:

    - For some unknown reason, the forums won't let me post my evourl reports. So you just have to take my word for it.
    - This guide was meant for production cities.
    - Yes, you can always have more troops.
    - All of this has been used, by me, and others to great effectiveness.
    - Please don't spam this thread with hate. If you have alternative defense methods, you can make your own thread.
    Last edited by Hachi; 02-07-2012 at 09:55 PM.
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  3. #3
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    Correct me if I'm wrong but thought it was a 22.5 to 1 ratio for scouts to balli
    (big attack value / small attack value)

  4. #4
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    It is, wasn't thinking properly after writing all that.. lol.
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    Quote Originally Posted by Hachi View Post
    It is, wasn't thinking properly after writing all that.. lol.
    yep happens to us all lol

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    thanks! i would give you rep but i dont have the rank to.

  7. #7
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    In a 5k no reason to not make a few extra balls and some pults so you can easily drop to mech D if you need to, especially in this time of massive heroes early server on the newer servers mech waves are being used earlier and earlier. As to CD you do not need all those layers in the defence that is optional it all depends on if you are willing to take SBs on your walls or arch or not. You also didn't mention that trebs also set range to 5k which could leave some newer players thinking they are ok to leave on for CD. I would also disagree on closing your gates ever unless to prevent descouting or if for sure they are going to smack you. If you still have over a couple dozen rangesetters you are fine to stay open because if you close a simple little cav spam wave will strip all existing abs which may be more a setback then anything. As to CD vs mech waves I would recommend it as a last resort if you can't move everything out on time or if you physically do not have the mechs for mech D. A good mech hero will easily knock down full walls and take out over 500k arch with a large mech wave. In addition if CD is being used beware of keeping large amounts of mechs in your city as any arch wave or mech wave that would normally not hurt the mechs if you were in 5k will totally shred your mechs once ATs are down. Also a further point about dirty SBs, keep in mind that it is not exclusively a 1k cav 99k scout wave that can be used this is just a frequently used option. Any attack filled out with scouts will bomb the unit that is furthest advanced on the battlefield. For example once they are under 150k arch and thin to no layers a 10k 10k ball/pult and 80k scout wave will wipe the arch and still hit the balls as the mechs will wipe the other units. So players need to keep in mind popping out a couple of thin layers may not save them. I was gonna comment on how you said you need 4:1 scout to ball ratio for mech D and its actually 22.5:1 but you corrected yourself later in the post. Also players can keep in mind these are not a requirement and only serve to deter sb's. Though I find alot will use more dirty sbs then straight up scouts as they dont have as much risk to the hero because if they arn't wiped out they won't go to 100 rounds and lose every time allowing for larger heroes to be used. Think that's all I have to say on this for now but other then a few things which are really individual player discretion not a bad guide.

    Also for 5k defence work and warr will not layer for arch against arch/cav waves so make sure it's pike, sword, or ponies you have popping up to defend against them.
    Last edited by BigNorr; 02-07-2012 at 04:42 PM.

    I'MMMMMMMM BAAAAAAAACCCCCCCCCCCCCCCCCCCCCCCKKKKKKKKKKKKKKKK!

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    A good guide that will help the new players.

    Quote Originally Posted by Thalric View Post
    thanks! i would give you rep but i dont have the rank to.
    You can give them rep, but it just doesn't count to their points, because i was able to rep at title Knight.
    Thanks to Morgan La Fey for amazing Pic

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    Quote Originally Posted by kannan View Post
    A good guide that will help the new players.



    You can give them rep, but it just doesn't count to their points, because i was able to rep at title Knight.
    He mite as well wait til he's got 50 posts so it counts lol.

    I'MMMMMMMM BAAAAAAAACCCCCCCCCCCCCCCCCCCCCCCKKKKKKKKKKKKKKKK!

    norr is basically a lesser version of shep
    hes not as awesome as me, but hell do root (nod)

  10. #10

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    Since you graciously accepted criticism:
    - You missed one scout:ballista ratio at the beginning of the mech d paragraph
    - (Nitpicking) You mentioned that scouts have "very little defending power". You could mention that they never target ranged units when on defense and the only reason you would ever lose against defending scouts is if you couldn't kill them all in 100 rounds.

    Altogether, this is an excellent guide that I will point people towards. There are a handful of other guides that are better... but they require the reader to be good at math AND already have an understanding of game mechanics. Quality guide for newer people.

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