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Thread: Compact Defense

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  1. #1

    Default Compact Defense

    I noticed that once ATs are down, more troops from the the defender's side die on a compact defense.

    I also noticed that if someone sends an archer rainbow with fodder (workers, warriors, scouts, pikes, swords, cavs, phracts), there are less defending troops that die compared to one with the same fodder but with balls and pults included.

    And when ATs are down, an archer rainbow prioritizes archers compared to swords even when swords have a higher atk value than archers. But i guess that is just the way it is with compact defense.

    Comments please.

  2. #2
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    Its about range really. At's start hitting the attacker before they even reach the troops, so less defenders will die. Same with adding balis and pults, bigger range. Correct me if Im wrong though, trying to understand the mech's of this game lol.
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  3. #3

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    Quote Originally Posted by intertron View Post
    Its about range really. At's start hitting the attacker before they even reach the troops, so less defenders will die. Same with adding balis and pults, bigger range. Correct me if Im wrong though, trying to understand the mech's of this game lol.
    The part on balls and pults and their effect is what i wanted to understand. It seems to add additional rounds and so more defender troops die. But i am not adepth enough with compact defense to explain it.

    SO anyone out there can take a shot at expaining this.

  4. #4

    Default

    Ummm, i believe that there are a lot of compacct defense experts/speci@lists out there.

    Please contribute your suggestions, comments and knowledge on how range uinits especially balls and pults affect and do more damage to CD than normal.

    It will be really helpful to all of us.
    Last edited by Alexander2; 07-22-2010 at 05:08 PM. Reason: i can not believe this. the word "speci@lists" is being censored.

  5. #5
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    Last time I checked, you wanted the lowest range possible with CD... (Blista/ATs)

  6. #6

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    Quote Originally Posted by acer5200 View Post
    Last time I checked, you wanted the lowest range possible with CD... (Blista/ATs)
    In the thread which Darkbrady started on Compact Defense, people who posted there actually included pults in the CD or in some examples where it is not included, ppl were asking why pults were not there.

    I take it that a CD includes pults. The only restriction mentioned in that thread was the suggestion that either you have pults or cav/phracts but not both.

  7. #7

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    Quote Originally Posted by Alexander2 View Post
    In the thread which Darkbrady started on Compact Defense, people who posted there actually included pults in the CD or in some examples where it is not included, ppl were asking why pults were not there.

    I take it that a CD includes pults. The only restriction mentioned in that thread was the suggestion that either you have pults or cav/phracts but not both.
    And pult so you don't get 1 round cav smack. As for ponnie with pult will it up to you usually you dont want to because attacker can just war or pike bomb you until your ponnie is dead. I always put like 1k of each here just to catch ppl who dont know what their doing and try ram bomb me.
    HH:36 | HC : 2 2 0 0

  8. #8

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    Quote Originally Posted by NoName9 View Post
    What you is your CD setup, of course after AT is down arc rainbow will hit your archers because usually that should be the next highest damage "Range" unit. ie attacking range unit will aways try to hit defensive range unit first then melee unit
    It is like this roughly speaking (nothing big):

    10k workers
    120k warriors (to shield when archers go down to 100k)
    60k pikes
    300k swords
    200k archers
    5k cavs
    2k phracts
    4k trans
    15k balls
    2k rams
    2.5k pults

    18.3k ATs

    After 3 archer waves with fodder (work, warr, scouts .... phracts, balls, pults) hit, all ATs went down instead of the average 5-6k arch rainbows.

    I know that once ATs are down, next target will be the defending archers.
    But arch waves with same fodder troops killed more archers than expected compared to a wave without balls and pults.

    Any helpful comment is appreciated.

    Quote Originally Posted by NoName9 View Post
    And pult so you don't get 1 round cav smack. As for ponnie with pult will it up to you usually you dont want to because attacker can just war or pike bomb you until your ponnie is dead. I always put like 1k of each here just to catch ppl who dont know what their doing and try ram bomb me.
    same thing i do if you look at the answer i posted above to your comment. But my question remains, how exactly does the attacking archer wave kill so much more or bring down so much more ATs once balls and pults are inculded in it. Thanks in advance for your replies.

  9. #9

    Default

    Quote Originally Posted by Alexander2 View Post
    It is like this roughly speaking (nothing big):

    10k workers
    120k warriors (to shield when archers go down to 100k)
    60k pikes
    300k swords
    200k archers
    5k cavs
    2k phracts
    4k trans
    15k balls
    2k rams
    2.5k pults

    18.3k ATs

    After 3 archer waves with fodder (work, warr, scouts .... phracts, balls, pults) hit, all ATs went down instead of the average 5-6k arch rainbows.

    I know that once ATs are down, next target will be the defending archers.
    But arch waves with same fodder troops killed more archers than expected compared to a wave without balls and pults.

    Any helpful comment is appreciated.



    same thing i do if you look at the answer i posted above to your comment. But my question remains, how exactly does the attacking archer wave kill so much more or bring down so much more ATs once balls and pults are inculded in it. Thanks in advance for your replies.
    Look good but I'll do at least 2x ratio on sword to arc or after 1-2 rainbow your open up to SB. As for how many wave took your AT down I don't know what the attacker hero and your defensive hero att/int so hard to tell. After AT is down your just training fire with arc to arc because attack only get 1 shot anyways. Now of course a wave with ball and pult kill more then one without after all your are trading 1 arc slot to get 1 ball or pult right. I.e if you got 90k arc, 5k ball, 5k pult 1 shot at the defensive archers of course it will kill more then with just 100k archers.
    HH:36 | HC : 2 2 0 0

  10. #10

    Default

    What you is your CD setup, of course after AT is down arc rainbow will hit your archers because usually that should be the next highest damage "Range" unit. ie attacking range unit will aways try to hit defensive range unit first then melee unit
    Last edited by NoName9; 07-22-2010 at 05:14 PM.
    HH:36 | HC : 2 2 0 0

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