Yes, the limits per level are increased. A regular rally spot is 10k per level. Level 12 offers 12500 per level, and on up.
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You might want to correct that Satan.Quote:
With a Mini-Capital City you can use Sow Discord
I tried sowing Gnegish khan but it wasn't there :(
Drafting is back......for how long I don't know :confused:
So I'm thinking about attacking a level 12 today which has the cavalry/swordsmen/battering ram combo (although I am a little scared lol). I will be using the "attacking with 200 attack hero" guide.
With the first 7 waves, are they sent one after another, or do you wait for 30 secs between each wave (or is that only for the loyalty waves?). Sorry if this is a really silly question lol.
Does it matter what heros are used with the loyalty waves?
Thanks for the great guide Satan!
Bella, send the waves one after another. I did 1sec intervals. But you need to be sure they are going to get through. The alternative is to send one and then get a report before sending the next wave just to make sure they are doing what you thought they would.
Waiting 30s on spears doesn't do anything other than mean you are fighting more troops.
Just spread the loyalty waves a bit rather than giving it over a minute to regenerate. However to be honest even that isn't a big deal if you spear the first one back.
If you have one amazing hero and the rest mediocre (this is what most average players have), I like to teleport right next to the HC in question and send the same hero for each spear. You will get predictable results, and you can analyze the report AFTER sending the wave (assuming you have compass 10, FB buff, and a decent mount level). Just make sure you leave yourself some time to recall the wave if the first one did not go as planned.
I think that by now all the above average alliances have their recipe for breaking a 12 in just 2 hits after some war bombing to clear t/a/d: a HH with a layered archer spearhead followed by a mech wave lead by a 300+ attack hero, like a queen, with very little losses in that mech wave.
In our alliance, 6 members have this mech wave available and it can actually be recruited in 2 days by prinzessins.
Still, I see many HC12 caps that cost a fortune in troops so these recipes are still somewhat of a secret? I would not mind it when this info becomes widely known, because it will solve the lack of an attack button: HCs -HAVE- that attack button already. I think the game becomes much more fun when a majority of the players sit in their HCs securing their little empire while others try to find ways to take it away from them :-))
I hope this post gets enough support leading to publishing of these "secret" recipes.
cheers,
DeVerm - all1 Epitome host.
I think there is already enough info on the forums for everyone to know how to break these quick and easily. You have stated the receipe yourself in your own post. Beyond that, there aren't any other secrets. Hitting a level 14 or 16 is just an expansion on the same basic recipe.
Let me put this another way, attacking an historical city has several distinct phases to the battle:
1. Killing the Cav
2. Achieving archer-trade fire
3. Clearing the sword
4. Clearing the Warriors/RAM
If you're hitting a PIke-cav-ram, you move pike-clearing to step 2 and archer trade-fire to step 3. But otherwise, the basic structure of the battle is the same.
On a 12, it is possible to role several of these phases together. For example, most people will attempt to 3-shot the cav and kill the archers in the same phase. They then finish with a mech wave that clears the remaining sword, warriors and ram.
On a 14, You end up with an extra wave or 2 that just kills cav. If you're lucky you get an archer trade-fire, otherwise, you're still sending a wave or two of naked archers to achieve trade-fire. You then need a lot more waves of archers+layers to clear the sword/warriors/ram, at least compared to a 12, or you can clear the sword, and some of the warriors and send a bigger mech wave from your nearby level 12. It doesn't take a great hero to clear over a million warriors. Basically, the distinct phases of battle become clearer to see on a 14.
A 16 just means more waves spent at each phase of the battle.
All-in-all, no secrets. The problem is that I cannot even get many of my players to come look at the forums, and most players are looking for a roadmap. They want to be told exactly what to do, which is the genious of spawn's guide for a 14; it isn't the most efficient way to clear a 14, but it makes everything easy for those who don't want to figure out efficiency for themselves.
Yes, we all know this but the big mass of players wouldn't even know how to kill the Cav and a term like "archer trade-fire" sounds like a disease to them probably.
They have the schedules incl. unit counts for NPC10s and, since Woldere's, Satan's and Spawn's guides also for HCs but excluding the mech wave. That info is buried deep, often masked for secrecy etc.
My point is that I don't really look forward to attack HC12s from that select (smallish) group of players who understand how to achieve archer trade-fire... (We're about to start farming them lol) I would like to see 50% or more of all active players sit in their HC12s to make things more interesting.
So.... why don't we spell it out for them like we did with NPC10s ?
cheers,
DeVerm - all1 Epitome host.