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Thread: Ultimate Defending Guide for advanced players

  1. #41

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    Alright.. Here's my idea of a nearly unbeatable defense. Every defense has its counter and you win only if your online, or have keys trusted with an exp. friend who's always on. Tis is my version of what is usually called Mech D.

    Min troops:
    20,000 pults
    40,000 Ballis
    80,000 Rams
    5-10+ Million scouts (Or all you have) The more the better. I'm talking insane #'s- 10's of millions.
    All trans
    1 instant warrior (to block a 99,999 scout/1 Cav mech killer wave.)

    Walls:
    Trap 3000
    Ab's 20000
    AT's 1000
    RL's 1000
    Trebs 1000

    I roll with gates closed unless under attack because if someone has enough scouts to de-scout your millions of scouts, then they have the troops to take you on too. Gates open & you loose your scouts and wind up with honor. Gates closed & you get little or no honor (especially with the above wall setup) and keep all your scouts for fighting. Yea they get an easy scout but if your armies big enough, they might say not worth it, and move on. (But don't hold ya breath, for I've heard this is a war game! Whaa?)

    I don't keep towers because I don't like honor ;-) and ab's are the most durable 5k range setter. You dont need AT's with that much firepower!

    *A note on hero intel: 163 Intel will give you a 50% defensive bonus for your mechs when attacked. I sacrifice some points on my main attack hero and put 164 to his intel.


    How hits will effect:

    Only 3 attacks will have any real effect on this defense, 1) 99,999 scout/1 cav, 2) Mech attacks, and of course 3) scout bombs. All other attacks will only wipe a few trap/abs.

    99,999 scout/1 cav: The cav in this attack will draw your mech out from the protection from your scouts, and you'll loose about 20k mechs for each of these that get through. Without at least 1 warrior in your city, this will be prevented. Instant warrior hero is preferred, but you could time reIn's from other cities too. Mash that heal button!

    Mech: A mech attack will go straight for your rams and take a lot if not all of them out (but you'll kill the *** out of the enemy), leaving you open to scout bombs if your scouts get too low. If they didn't time scoutbombs with their mech, then pull all rams out for mech attack.

    Scoutbomb: Your massive amount of scouts will absorb sb's until your scouts fall under the combined attack of your mechs. Then they will hit mechs until their combined attack is lower than your scouts, and so on and so on, back and fourth. Keep 2x as many rams as ballis + pults and scoutbombs will hit these, killing under 1k for each sb. You should know how to handle sb's by now! :P

    A very good player will send all of these attacks along with trans to all land the same second, maybe from multiple cities. Better have a good alliance that will have your back!!

    .....and corvous, as long as the defending hero is over 500 attack, no ram attack can bust it, and I'll be giggling as your troops smack face first into a bloody gut pile at the bottom of my walls, and all that honor would be doubled back on ya 1 second later and your head would be left spinning at such a spectacular fail cheers
    Last edited by Junknasty; 12-18-2011 at 01:07 AM.
    S T F U and hide behind that keyboard some more....
    It's too easy to say whatever you want without the consequenses of ever meeting face to face.

  2. #42
    Join Date
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    Quote Originally Posted by Junknasty View Post
    Alright.. Here's my idea of an unbeatable yet cheap defense.

    40k pults
    2-5+ Million scouts (Or as many as ya got ;-) The more the better)
    5k ballis (farm teams)
    All trans
    1 of everything else (optional, for good measure, not a necessity)

    11666 AT's
    7500 Ab's (up to 13k ab if no towers, as this def works the same with NO AT's!)
    1000 Trebs

    thats it.

    I have been on dxcalc throwing every conceivable attack I could think of: Scout Bombs, Arch Bows, Trojan Tradefires, Cav Smacks, Phract Smacks, and different Mech attacks, all with insanely large attacking heros, even multiple waves.

    Only losses for any attack is some ab/trebs, maybe 150 or less ballis. This means no matter what they send, they will not get a report (10% troops killed) and therefore cant see your cards. Can you imagine getting no report on a full mech wave? LMAO! Absolutely nothing was over 7 to 15 hrs heal time for me, The only way this will fail is if you loose your scouts or your ab's (hence the high numbers). Now If you wanna holy water a high hero to make 745 poli, that's instant trebs, & game over. As is the rule, there will ALWAYS be someone out there with more troops than you, so not 100% foolproof. You get someone with the scouts and cav to spare, you're still in trouble.

    As stated before this has not been battle tested, only on dxclalc, which is the most accurate battle calculator I've found.

    Please respond if I am wrong or I missed a weakness!!!!!
    Take me about 20 minutes to scout that down, then sb the pults out.

    Not to mention without rams yer pults are vunerable to another type of attack i won't explain on the forums
    Strife
    IncD
    SS66

  3. #43

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    Online i eat em for breakfast...

    Mech Deffense? mix both your deffences, ill Mech you and Ram bomb 1 sec apart....

    Ram Bombs will take your 30k mechs and 5 million scouts and your towers and ill be giggling while you cry at such a silly defense as Mech D

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