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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.
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