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Thread: L14 Cleared

  1. #11

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    Considering how you used these waves, I am guessing your wood/iron cities all have lv10 saw mills/iron mines? Training a balista under 8 minutes?

    Horses are very ineffective with all the abatis still in place, and like I said earlier, the guy you did this for must have been impatient because you didn't wait for the cav/ram spawn.

    The layering of mech wave should be almost all infantry.

    The idea with the mech attack is to pack the most attack points in the wave.

    Where it get's tricky is to figure out the casualties, minimize them and "victimize" the lower cost units while trying to preserve the expensive meat of the wave.

    Not my troops so I shouldn't care but aim to get the most out them without losing the mech.

    Use 55k warr/35k pike/5k wor/5karch wave to clear horses before you send mech.

    If you want to do multiple mech waves again, send first mech wave with 45k ram/20k balista/10k pults and layers. Your balista and pults will live quite a few rounds longer and do more damage that way.

  2. #12
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    Quote Originally Posted by Dark Nite View Post
    Considering how you used these waves, I am guessing your wood/iron cities all have lv10 saw mills/iron mines? Training a balista under 8 minutes?

    Horses are very ineffective with all the abatis still in place, and like I said earlier, the guy you did this for must have been impatient because you didn't wait for the cav/ram spawn.

    The layering of mech wave should be almost all infantry.

    The idea with the mech attack is to pack the most attack points in the wave.

    Where it get's tricky is to figure out the casualties, minimize them and "victimize" the lower cost units while trying to preserve the expensive meat of the wave.

    Not my troops so I shouldn't care but aim to get the most out them without losing the mech.

    Use 55k warr/35k pike/5k wor/5karch wave to clear horses before you send mech.

    If you want to do multiple mech waves again, send first mech wave with 45k ram/20k balista/10k pults and layers. Your balista and pults will live quite a few rounds longer and do more damage that way.
    I see. I assume because the 45k rams are protecting the balls and pults, thus they live longer. So thicker ram layers and thinner ball pult layers will give me best cost performance ratio? But it takes a while to train rams. Not as long as pults but still....

    My train times are pretty fast. Not the fastest on the server but still fast.
    12 min pults
    9 min rams
    6 min balls

    At 180 barracks it's not like it takes me forever, but it still takes time.

    And stuff is different in Age II than Age I. Sending horses does make a difference. I have done hundreds of exercises in the rally spot exercise tool and am getting better at knowing what layers and how thick they should be. So I am fairly confident in my layering decisions. Now unless someone can post mech hits with similar heros against L14's that really show a big difference compared to mine, then I won't have anything to go on....
    But thanks for the feedback. I will do more testing.

    Thanks to Boleslav for the Afro Samurai Signature series.
    I have made a few video guides that may help you.
    Please read the link below.
    My Evony Videos

  3. #13

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    Quote Originally Posted by japanpimp View Post
    Thanks guys, and Spawn too. I saw Spawns comments from dj2raws post.
    I hope some players can learn something from the hits I posted.
    I know I am not a layering master. But I really don't think adding warriors and workers to the layering would have made much difference. Maybe a 1-3% kill ratio difference. I will post another hit with warriors and workers in the future so you guys can see the difference it makes.

    @ SS6, no, I have no HC's. Don't want any. Owning an HC means I need to defend. I am not a defender. I am an attacker. Like a Sniper. They go in, do a hit and get out. Snipers try to stay away from defending or "holding the fort". Also, if I own a HC I could not put money into building it, because I stand a chance of losing it. Maybe in the future I will own a HC. But I would need to abandon one of my cities and that would be throwing away lots of money. Just lots of reasons I don't wantto own a HC I guess..... to each their own. And that is what I love about OLDER Age II servers, everyone can play in a style they like.

    Next I will try to clear a L14 in 2 waves.
    So IF you take Atlantis or a sixteen will you give it away?
    Well im not going to criticise the way you want to play... If it works for you...


    SS28
    SS46

  4. #14
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    Quote Originally Posted by SS6 Perses View Post
    So IF you take Atlantis or a sixteen will you give it away?
    Well im not going to criticise the way you want to play... If it works for you...
    Yes, I would give it away.

    Thanks to Boleslav for the Afro Samurai Signature series.
    I have made a few video guides that may help you.
    Please read the link below.
    My Evony Videos

  5. #15

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    You should include horses in mech waves but minimal, no more than 1k of each. They just need to get the battle started and "intercept' fast defenders that are coming at you so that your infantry layers can hold them up before they hurt the meat of your wave.

    I haven't thrown mech at a 14 yet so can't give an example.


    It takes me 12m 42s to train a ram, 8m 06s to train a balista. I do have 205 barracks to compensate for the high time per unit.

    The defense always focuses on the "most dangerous" group in your wave (base attack times unit quantity. Even if it's by one attack point.

    So my wave composition is always based on that.

    45k rams x 250 attack points per unit= 11.25 mil attack points. As long as the rest of wave doesn't "go over" that number, rams will be targeted by defense. Since the rams are the most durable units in the game at 5000 life points, they will buy the most rounds for your pults and your balista to shoot at the defense. Obviusly, you want the defending horses gone for the maximum effect.

    The composition of the remaining defense determines how successful your wave will be.

    Unfortunately, I haven't saved mech wave reports and reports i have only go back to 10/31, i had a lot of mech wave action prior to that.

    While defending a important colony, I was hit with with a mech wave from a 14. Despite having 200k phracts and 50k cav kill the 137k attacker balista (led by a 680 att HH) in only 3 rounds vs. my 540 defending HH, he killed half of my defending archers, 660k.

    While I disagree with you on other things, respect for being such a team player and for throwing barrrack time/resources for your guy. Too many players are calculating and undermining alliance goals that way.
    Last edited by Dark Nite; 11-05-2010 at 04:41 AM. Reason: Addition

  6. #16
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    Quote Originally Posted by Dark Nite View Post
    You should include horses in mech waves but minimal, no more than 1k of each. They just need to get the battle started and "intercept' fast defenders that are coming at you so that your infantry layers can hold them up before they hurt the meat of your wave.

    I haven't thrown mech at a 14 yet so can't give an example.


    It takes me 12m 42s to train a ram, 8m 06s to train a balista. I do have 205 barracks to compensate for the high time per unit.

    The defense always focuses on the "most dangerous" group in your wave (base attack times unit quantity. Even if it's by one attack point.

    So my wave composition is always based on that.

    45k rams x 250 attack points per unit= 11.25 mil attack points. As long as the rest of wave doesn't "go over" that number, rams will be targeted by defense. Since the rams are the most durable units in the game at 5000 life points, they will buy the most rounds for your pults and your balista to shoot at the defense. Obviusly, you want the defending horses gone for the maximum effect.

    The composition of the remaining defense determines how successful your wave will be.

    Unfortunately, I haven't saved mech wave reports and reports i have only go back to 10/31, i had a lot of mech wave action prior to that.

    While defending a important colony, I was hit with with a mech wave from a 14. Despite having 200k phracts and 50k cav kill the 137k attacker balista (led by a 680 att HH) in only 3 rounds vs. my 540 defending HH, he killed half of my defending archers, 660k.

    While I disagree with you on other things, respect for being such a team player and for throwing barrrack time/resources for your guy. Too many players are calculating and undermining alliance goals that way.
    Good info. I am learning stuff from you. Thanks.

    Thanks to Boleslav for the Afro Samurai Signature series.
    I have made a few video guides that may help you.
    Please read the link below.
    My Evony Videos

  7. #17
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    congrats on the hit. and its very impressive build times too.
    Not sure why you bother hitting a npc 14 (heal rate sucks) and not want to cap it. I understand WHY you do not want to have a HC, but why attack a npc otherwise, it seems a bit of a waste of time and resources when you have Atlantis right next to you and you can do real damage. I understand hitting players has a purpose, to hurt the player, but a NPC is a piece of code, no feelings, no purpose, its like punching a rock, sure you may damage it but it does not care.
    Please do try to add warrior and worker layers to see the difference for layering kills.
    But honestly next time you hit a 14, wait for rams, it makes it much less painful. Phracts can be taken out with some pike waves. You probably have amazing times for pike training so toss a million pike at the target if phracts are there to soften it up a bit. Still cheaper than your mech wave, and the arcehr wave did adequate damage to the phracts as well, so not a waste really.
    Scythe on S3, W12, etc.
    Scyther S128 Retired..
    Scythe NA4 Retired..
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  8. #18

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    Quote Originally Posted by scythe View Post
    congrats on the hit. and its very impressive build times too.
    Not sure why you bother hitting a npc 14 (heal rate sucks) and not want to cap it. I understand WHY you do not want to have a HC, but why attack a npc otherwise, it seems a bit of a waste of time and resources when you have Atlantis right next to you and you can do real damage. I understand hitting players has a purpose, to hurt the player, but a NPC is a piece of code, no feelings, no purpose, its like punching a rock, sure you may damage it but it does not care.
    Please do try to add warrior and worker layers to see the difference for layering kills.
    But honestly next time you hit a 14, wait for rams, it makes it much less painful. Phracts can be taken out with some pike waves. You probably have amazing times for pike training so toss a million pike at the target if phracts are there to soften it up a bit. Still cheaper than your mech wave, and the arcehr wave did adequate damage to the phracts as well, so not a waste really.
    I think he hit it then got it for an alliance member...


    SS28
    SS46

  9. #19
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    Quote Originally Posted by japanpimp View Post
    Yes, I would give it away.
    Are you serious? You would waste all those troops just to give it someone else. I can understand a 12 but 16 and atlantis you would as well...

  10. #20

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    6 minute ballistae, 9 minute rams, 12 minute pults? That's 761 attack. Damn I gotta get me some more stars!

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