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Thread: Share you best combos for capping a 10...

  1. #11
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    Quote Originally Posted by BillyJoe View Post
    prodigy, build a bigger hero and you wont mind the loss of a few cavs when i go raiding i take 1 mil cavs along just to cap 10's and hop across the state, and you can build your poli hero up to build walls later, so dont worry about the abitis
    the point is WHY burn a bunch of cav AND rebuild the walls when warriors work fine

    you need to save a few min capping a 10 so can spend a few extra min not playing evony?

    BTW if you're leap frogging on 10's... you sir need to think a bit more about your planning
    Last edited by Balaam; 04-20-2011 at 05:50 AM.
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  2. #12

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    lol u guys share a lot of things..
    i think who want to capture lvl 10 first time, he should try to capture low lvl first..

    that help him/her to learn abt npc's re-generation of troops, loyl etc...

    and if u want to capture it alone distance between ur city to said NPC matters a lot...

    i tried lvl 5 first to capture, then get a lvl 10,

    i lost over lvl 10 just around 15K warrior, 15K worker , 15 k scout and 20K arch..

    95K arch, 3k each work, warroir, scout first with high hero. (First Wave)

    then spam with 10K each Warrior+scout+Worker (9Waves by removing mayor)

    and so on..
    Last edited by koolsaqi; 04-20-2011 at 10:10 AM.

  3. #13

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    Quote Originally Posted by Balaam View Post
    the point is WHY burn a bunch of cav AND rebuild the walls when warriors work fine

    you need to save a few min capping a 10 so can spend a few extra min not playing evony?

    BTW if you're leap frogging on 10's... you sir need to think a bit more about your planning
    i cant believe this post

    why burn cavs when warriors work fine? takes warriors 2.5 mins to attack 1 mile, cavs 40 seconds, few mins? what if youre capping from 100 miles out


    Quote Originally Posted by Balaam View Post
    BTW if you're leap frogging on 10's... you sir need to think a bit more about your planning
    and this is the epic i dont even know what to say in response to this, if you ARENT leapfrogging 10s YOU sir need to think a LOT more about your planning
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  4. #14

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    Ok send your spearhead wave of say
    89-91k arch 3k scouts 2k work warr and trans
    I usually send on small heros 89k arch with 1k pike and sword
    Then send 40-70k warr and 30-60k arch for 10 waves
    Then send 50-80k warr and 0-50k arch for the rest
    Bam!! you got it

  5. #15

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    I instant capped around 16 npc 10s on server 151.

    My method: 2 big waves + 38 10k warrior waves.

    It's the cheapest and most cost effective. I probably can do this hundred of times without worry about the troop And with warriors so cheap, I can use ANY cities for capping without having to transfer cav around.

  6. #16
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    95k arch 5k scout breaker, which i either send myself if npc is within 50 miles or get a freind nearby to send and then 1 wave of 10k scout 50k cav 2 waves of 5k scout 3500 cav (this normalyy clears abaits for the rest of the waves) and then send 23 waves of 10k cav 1k scout and then 2 waves of 30k cav 10k phract and 10k scout the last to are sent in case of a respawn. I time these waves to land within 30 secs of each other, im not good enough to 'insta cap' one yet and prefer a small margin of error for my waves. I dont lose that many cav, and dont care about res/building them. In this day and age all that cavs are good for are spamming layering and reining for defence, so i use them to adv cap 10's means i can cap within 90 miles from multiple cities within an hour and from 9 miles from a single city.

  7. #17

    Default lvl10

    nice combos

  8. #18

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    1. Adjacent 10: You would do this to grab a 10 to modify for a new city, or sometimes to add another attack base for an adjacent enemy (which also enhances defense options if counterattacked). Modifying 10s to make cities is a great way to make a good city.
    Send an archer wave to knock out the warriors (any typical 10 hit combo is good - leave off transports). Then followed by waves of warriors. 2d and 3d hit should be bigger (30k), rest can be 10k. When the waves return - repeat until it is capped.

    2. Nearby 10s - out to 20 miles, and no supporting cities nearby: A great way to move around in enemy territory is to cap an adjacent 10, move your stuff over, and feast on that target. Doing this repeatedly lets you walk through enemy territory while giving you a killer 1 mile attack point. Here, the time expedient thing to do is an archer hit wave closely followed by a series of 20k cav hits (I also add 10k scouts to reduce cav losses). Launch the next rounds' archer wave when you launch the the cav hits - it will be hitting just at the time it takes your cavs to hit, return, relaunch and hit again. For example, launch the first archer hit, camp time the cav hits to follow, and then use same amount of camp time to launch another archer wave. When your cavs return from first hit, they are ready to launch to hit right after earlier launched archer wave. And when you launch cavs again, make last launch the 3rd wave of archers, etc. This works due to 3 to 1 ratio of cav to archer speed - it works nicely. You can usually cap in the third effort, unless the target is over 12 miles out. Then the restoration of loyalty every 6 minutes is enough to require a 4th hit. You can do this out to 20 miles without being too ridiculous, or even further if you have the time to sit there and time the repeat launches.

    You can use warriors also, but it is so slow to get the cap. Typical cav loss (if you always precede with archer hit to kill the 10s' warriors, and add scouts to lessen cav losses) is 20k. I dont see any good reason to use phracts with or instead of the cavs.

    3. 10s located further out: Here, the classic technique is to use multiple cities to have all the hits arrive in a narrow time window and insta cap the 10. An archer hit, a 2nd and 3rd big hit (say 50k warriors, or 30k and 10k archers), and then 38-39 warrior waves of 10k will do it. You can also have the multiple hits be from cavs, in which case it takes far fewer hits (around 21 cav follow up waves - see above re discussion on minimum number of waves to cap), and less wait time.

    You can also cap something over 100 miles out, or even further if someone local provides crucial first archer hit. A few transports sent with the 10k warrior waves hugely extends their distance (but may take 20-30 hours to get there). The real limit is the archers for the first hit, but I guess you could also send transports with them to extend range (but not as much as the warriors). It rarely makes sense to do this unless you are specifically targeting a player - say in your home territory who is harassing an alliance member, and too many open flats to tele into a specific spot. (Never use adv tele to go attack someone strong - you are so vulnerable for those 24 hours).

    4. Once you've capped next to a hostile. Consider sending gold with the final few waves so that they can quickly comfort by praying. Once that happens, the target cannot get rid of you while you tediously shuttle your army into new forward base.

    For an attack city, you do not need full walls to be effective, so it hardly matters that the 10 you capture has an oddball assortment of wall defenses. If you cap with warriors, you will have full abatis in place. If you use cavs, you will still have a few thousand when capped. You can expect to have some other wall defenses also. For an attack city loaded with troops, ATs hardly matter (except a few in case you decide to go CD as a tactic). You can also shuttle a strong poli hero in to build some wall defenses quickly.

    Over time, I have captured hundreds of 10s as part of an attack strategy, and typically use arch/cavs in multiple waves from current attack city in order to move next to next victim. I then just abandon the prior attack city once everything moved. I have also used warriors from multiple home cities when the target is close enough for it to make sense. With the new larger boards (800x800), it usually is too far to do so reasonably.

  9. #19

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    Balaam, lmfao i just read your post and.......lmfao....ok picture this i port my war city into your state, at same time from 3 of my home cities i have already launched 22 waves of cav up to 500 miles away at a lev 10 beside you, i cap the 10 within 10 sec from 1st hit to last hit, im beside you before you can even know my first hit landed......so rethink my planning????? I think not....I think you should hide better is all, and dont even try to come to my server you will become another notch on the belt is all.

  10. #20

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    4 cities , 40 heroes, first wave 1k each scout pike swort, 90k archers, all the rest 12k archers. time them all to land within 2 minutes of breaking attk and u can cap an npc up to 82 miles away, no fancy troop combos to remember. The city will fall between 30 and 40 hits. I send all 40 in case i screw up on the timing and miss the regen tic.

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