Guess he can't back it up.
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thanks for that i am being attacked in ten minutes!!!!!!!!!:eek::eek::eek::eek::eek:
Do you know what I like more than being right? When those who are wrong shut up.
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really amazing guide :)
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really good guide, and i love the hayden picture.
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Number 5 dose not work, I got plundered and they took the gold I had in the Market
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Bump!?!?!?!?!?
nice details
Why close gates when you can challenge the enemy with your own archers: And defenders always do more damage than the attacker if the army is equal.
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Added to the new guide library. First addition!
Sweet TY!!!
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Hey can you update this guide a bit? Why don't you look at my defense section in my COMPLETE guide.
/i dont need to look at your guide
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I would suggest starting when the server first comes into existence. If, however; you don't, and you're in such poor shape when you leave beginner's protection that you're resorting to these tactics...for your sake I hope you haven't used up all of the teleports you hopefully would have obtained from your Beginner's and Lord's packages...you'll likely need them.
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Ermmm, all these "bump" spam posts indicate obviously that your guide needs to be updated on a new thread, instead of being bumped all the time, knocking about any other more up-to-date, and likely better threads.
Enough said. That is as good as spam.
I'm going to have to go ahead and disagree with you on this one.
The best defense is a strong offense. Open your gates and let your army be the first level of defense with you walls as your 2nd level. Sure, it might cost you some troops, maybe all of them, but replacing all your ATs and resources are also costly. Anyways, people will be less willing attack you if they realize they will have to face a strong army AND ATs.
After reading through I'm surprised no one has suggested using the gates as a weapon. Its easy to use and costs you nothing, but has the ability to save alot of troops.
Instead of keeping your gates perma shut or open when your being attacked, open and close them depending on what type of attack is coming.
For scoutbombs I suggest keeping them closed. 100k scouts will kill at most 700 Archer Towers. I'd prefer to lose a few hundred ATs rather then 10-20k Archers.
For suicide warriors and cavalry I prefer gates closed. Keeping them closed will make sure your own cavalry stay safe as I've noticed suicide waves also take out a few of yours while they kill the abatis. Also, even when they do clear your abatis, all you need it 1 to make the range start out at 5k.
If they think your offline and send in whatever army they do anticipating fighting only your walls, you can catch them off guard by opening the gates 1-3 seconds before the attack lands and usually wipe out the attacking force with small losses.
And yes, I know about camp time and how people will then just time it so their waves hit at the exact same time. Then its just a matter of what you want to keep more, army or wall fortifications.
good job!!!
I'm not sure, but I think your transporters get hit if your city gets hit. I don't know why, and this is uncertain, but it's best to send it to your city very quickly or to spend all your resources on like archer's towers and then it won't finish for another 2 hours, which by then you will already have been attacked.
I'm basically just saying keep your gates open. Most people would rather not attack someone they don't have a scouting report on, so I don't like to just give someone a free scouting report on me. If it means that 100K of my scouts die in a scouting war, fine.
As for defense, someone would be a heck of a lot more hesitant to attack someone w/ lvl 10 walls, 14K ATs AND 500K archers backing them up with gates open. 14K ATs can be overcome with enough force, but it becomes extremely difficult if you also have to deal with 500K layored archers.
Nice guide for newbies only.
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I considered reading all the posts on this then lost interest in a couple pages. sorry if this been covered. Yes you can hide all gold and resources in the market place if you are on line. Sell all with 30 mins till attacker arrives then purchase resources to be delivered after the attack. If you time it right you can have zero res in your town when the enemy hits.
Closing and opening gates is a bone of contention among the new players in my alliance. When in an alliance it opens many other options for conserving res and troops. If there are strong players nearby you can store your troops and resources with them or two or three weaker player can defend one town with their combined res and troops. Build one player up untill they can defend the others.
Alliances tend to try to defend players who are actively defending themselves.
Defending well is in my opinion a mind set of making the opposition pay for everything they get from you. That could including abandoning a second city seconds before an attack lands to further state to the opponent go some where else if you want an easy target.
i'm going to start updating guide
I like the people who keep their gates closed, if they are starters, not a big impact, but if they are mid-game players, big impact.
Lets say, you have 94k archers, 20k transporter and other troops. You planned to attack your first npc10 next day.
Next day-you shout curses because your city is dead-no food, no gold. How did that happen?
I scout you with 1 scout to make sure you are not online and have closed gate. Then I send troops to take out whatever defences you have, then I send calvary waves to lower your loyalty, then I get you to a point where it only takes away your p.g, thats the advantage. And before your loyalty reaches 5, which opens the gate, I bought your p.g to 100. Wait, then success!
100 pg=0 loyalty, 0 loyalty=0 food production, then the troops eat all the food in the warehouse, 0 f.p=0 troops. You know the ending...
yea really nice pic.
this calls for