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Thread: Ultimate Defending Guide for advanced players

  1. #11

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    sorry but adv players know that there is one great set up for defence that works for ALL attacks if you have the fitting pol hero...


    maybe move a troop type back and forward but thats pretty much it

    (and no - it wont be me telling how - if you know how to defend you know how to break the defence aswell - don need my red to know)

  2. #12
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    I hate to say it but most archer defenses can be taken out by the methods already described in this thread. Archer rainbows & hammers will do the trick.

    Thanks to Infinitus for the epic B'day pressie!

  3. #13

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    Quote Originally Posted by nickcode View Post

    Mech Waves
    To defend take out all layers including archers and just leave mechs... (ballistas, Battering Rams, Catapults) and make sure you have at least one trap! That will give you little to no losses, the only thing that does give a you a small loss are the scouts in the wave!


    ***Not finished yet***
    rams will die easy and quick on a mec wave! so if you like yours and wanna keep them - remove em before

  4. #14

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    sorry but these days an advanced player has much more troops,
    that is a median amount of troops,
    most people now days have 1million arhcers, with 300+ att hero's...
    and also.. you are slighty right about the mech defence, mechs v.s mechs the defender wins, its like archers v.s archers... its just there is a little more information needed,
    for example the troops that need to transported away so that there is minimum loss.
    In addition, to that, you need to study a lot of defences as well as attack formations, so that you can fully understand the way to defend/attack.
    it takes awhile and you need to use the formations yourself to see which is good,
    trust me, i have done soo many walls formations, troop counts, attack formations, its very hard to find the " Ultimate " way, you can only find the " good " way,

    Have fun, Think on doing more research. :P... ( dunno where all that came from ^ hahahahaha )

    BMS

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  5. #15
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    It's not a bad guide, some good point being mentioned here, but it's just a defending guide, not a 'Ultimate Defending Guide'...

    I'm not saying it's a rubbish guide don't worry! It's not bad that's all

  6. #16

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    Quote Originally Posted by acer5200 View Post
    That archer defense can be broken quite easily if the attacker knows how to camp time and has enough archers to send.
    That archer defense is infincible if you camp reinforcements of pikes versus archer attacks.

    At least in AGE 1, offense and defense has come down to an immense amount of scouts. (1.5+ million scouts+) with 200-300 k archers with 5k range (Defensive Trebuchets help you lose honor), 15k+ ballistas with 11k + archer towers (under 500 mech troop loss), 100k warriors (versus spam), and enough pikes to match the cavalry of opponent versus archers/cavalry attacks and archer meat removal waves. Move out your pikes and reinforce 1-5k at a time with camp versus archer attacks. Opponent will get no report. Move out everything but ballista (and/or catapults) and scouts and they will get no report. Scouts will absorb scout bomb attacks. Versus cavalry attacks, move out everything but mech and archer and keep 5k range.

    NEVER close gates versus scoutbomb attacks. A GOOD attacker will time 1 scout to scout with a scout attack negating the use of all your scouts if you close gates. Just build a LOT of scouts. A typical war city now fields 3-10 mil scouts +. Expect 3 mech waves and MANY archer attacks.

    Again, this assumes the player is online an actively defending.
    Last edited by Ulfhere; 05-09-2011 at 01:23 PM.

  7. #17
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    i can use that for when someone over my prsetige attacks me

  8. #18

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    this thread is full of half right advice so before you post this kind of thread please do more complete research so that a new player doesnt get confused and head in wrong direction....and a mech D is easy to break without a single scout....nothing against you nickcode but with new players looking in this forum we need to be as complete as we can with our posts

  9. #19
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    Here's a question...what is the minimum number of catapults for a good def. (Age 1 to clarify) and to also clarify...catapults not defensive trebuchet.

  10. #20

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    well there is a fine line ratio of what you need, i recommend at least 5k pults per city...thats the # i tell my guys but not everyone like feeding them until they see what happens when hit..

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