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Thread: Defending against Horses and Mechs

  1. #41

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    LordH

    Regarding your second string of three posts:

    First one is a CD (range 1700). All opposing missile therefore starts in range of one another on round one, and immediately start to exchange fire. This report is a good lesson in two things: 1) sequence of fire; and 2) targeting priority which can shift during combat resolution. Fire sequence is by speed, so archers, ballistas, then catapults. Targeting is opposing missile with largest overall attack. That initially is defensive archers, and the attacking archers and then ballista hit them. But when it is the catapults turn, the archers now depleted and defensive ballista largest defender by attack strength, so they hit ballista. The defenders meanwhile fire the archers at catapults and kill them, ballista at ballista and kill them, then catapults at archers and kill them. At end of round one, all attacking missile dead. rest is mop up.

    The best defense would have been add a range setter to increase to 5200, remove all layers and archers, and just use siege. You wipe whole attack without losses. 5200 start range allows your much longer range siege to exploit its range advantage and wipe the attack. Hero difference there basically irrelevant. Attacking hero determines amount killed overall in these one swing attacks. Defending hero trivial given size of defending forces - they are all one shot wipes even if hero 1/3 that size.

    Second report: Now we have range 5200, but defender left in massive layers on which the attacking siege feasted. Also the defensive archer losses a consequence of the timing being horrible as to when they arrived to fight siege - the combined movement caused them to jump forward into range of both attacking ballista and catapults at the same time they first can shoot at them, meaning they got hit once by attacking catapults (which they kill in one shot) and twice by attacking ballista (which they kill in second round of exchanging fire with mechs). There are techniques to prevent this - the ideal is the defending archers kill the attacking ballista without return fire, and then exchange fire with catapults for one round. Note that defending ballista never fire in that battle. Their longer range not relevant cause the defending archers move forward so much more quickly that the combined movement/range of defending archers mean they end up outranging ballista and do all the fighting.

    Third report: CD again so start range in 1700, and all missile start in range and exchange fire in round one (all attacking siege dead in round one). The defending scouts are killed by attacking melee (cav, phract and pike only ones to reach them), which targets them rather than ballista/catapult. The melee targeting rule there is largest defending troop by attack, and that is the 10 million scouts. Fight goes 4 rounds simply because there are 10 different defensive groups to kill. Exact sequence of defensive fire/melee and kills are I think as follows (havent studied too closely to be sure): Round 1, ballista kill ballista (fastest def missile fires at biggest att missile), catapults kill catapults; Round 2, scouts kill phracts, transports kill cavs (I think); ballista kill archers, catapults kill scouts; Round 3, scouts kill pikes, transports, no target, ballista kill swords, catapults kill warriors; round 4, ballista kill workers

  2. #42

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    So basically as the best defence, im as much writing this here as for me it will be eaiser to understand if ever I get attacked and need to check here to see my best way for defence. If you get Cav smacked have range setters in defence, little to no layers and alot of archers. If you get Scout bombed as long as you have enough AT's close gates for minimal losses, also if you leave gates open and have 150k archers and 150k warriors who do scouts go for first? If you get attacked by archers have decent amount of AT's and archers or mechs (To be on the safe side) and finally if you get mech hit the best defence is range setters so attacking mechs cant hit you and have a decent amount of defending mechs to destroy attacking mechs before they can hit you. Also when mech hit have no layers, if you have 5200 range defence will good amount of archers finish the mechs or move foward and become in range? Also does this mean 1 good mech hit will kill a cd as there is no range and lots of layers so mechs will have loads to kill? Also +rep Arc
    Quote Originally Posted by ImInsane View Post
    Well, if you are gonna put it that way, it kinda means that you pay for something that you NEVER receive. As your game account doesn't belong to you at all, you pay Evony for a service, Evony receives the payment AND Evony receives the service you ordered.
    Have truer things been said?

  3. #43

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    Great discussion...Very useful...thanks +rep to Arc as well

  4. #44

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    Keep this going on as long as I can shall I, I know when you hit a B5 the logs dont drop because you are hitting from range, my question is why didnt the logs drop here? http://evonyurl.com/r3mo1j
    Quote Originally Posted by ImInsane View Post
    Well, if you are gonna put it that way, it kinda means that you pay for something that you NEVER receive. As your game account doesn't belong to you at all, you pay Evony for a service, Evony receives the payment AND Evony receives the service you ordered.
    Have truer things been said?

  5. #45

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    links are dead?

  6. #46

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    what nonsense.

    on good mech defence..its a garbage hero attacker

    on a good mech attack its a garbage hero defending

    NONSENSE!!

  7. #47

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    Quote Originally Posted by alswear View Post
    what nonsense.

    on good mech defence..its a garbage hero attacker

    on a good mech attack its a garbage hero defending

    NONSENSE!!
    Oh yes alswear you're completely right forgive our ignorence as we bow down to your obviously higher intellect. Now I know hero's are the only thing that matter and sending 50/45 mech hits with layers wont kill a single troop without a good hero. I made this thread to help me and others understand game mechanics and now I do, the range setters are the difference not the hero, ofcourse hero makes a difference as to how much mechs will kill when its there turn to attack but you would be a complete fool to think that is the complete reason so no need to rubbish our thread please
    Quote Originally Posted by ImInsane View Post
    Well, if you are gonna put it that way, it kinda means that you pay for something that you NEVER receive. As your game account doesn't belong to you at all, you pay Evony for a service, Evony receives the payment AND Evony receives the service you ordered.
    Have truer things been said?

  8. #48

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    mech defence can be taken out very easy, and "mech killer" waves are a joke, easy to defend against....lol...need to learn to properly layer a mech hit and it will kill your lil Mech D.

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