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Thread: Attack List and Explanation

  1. #11
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    Thanks everyone for the comments. Keep em comin. And details are key! Fine tune em and fix em up if you can. Thanks again.

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    Quote Originally Posted by MetalX View Post
    you do know EVONY creates Glitches to benefit players who coin??
    Really? I should coin more... XD

  2. #12

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    Great breakdown and explanations Vadan & Prodigy. Excellent material to share with inexperienced or new players to learn from. I might borrow both and add screenshot examples to my alliances forum.

    Thanks OP for asking the questions.

  3. #13
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    Quote Originally Posted by LORDBEASTwn1 View Post
    Hello all!!

    I just wanted to start a thread for some of the big hitters to start posting their attack methods and explaining the situation in which these types of set ups would be used!
    I will start...

    Scout bombs are usually a large amount of scouts(normally 100k) with a high attack hero sent to take out archers.
    This setup is used when there are quite a few archers and wouldnt work with archer tradefire. (Someone might explain that )

    I think ya get the point. Just a description of the set up, when its used and even a report if ya got one.

    Thanks in Advance,
    LB
    ...hope you can afford to lose the 'high-attack' hero lol.....cos trust me its very real risk!

    Thanks to Morgan-LF for the great sig

    'You win battles by knowing the enemy's timing, and using a timing which the enemy does not expect.'
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  4. #14
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    Quote Originally Posted by Vadan View Post
    those will make up 99% of all attacks from ppl who know what theyre doing
    some people like using fodder to clear cavs in a 5k and obviously if you have a ton of honor and are out of trebs and you dont know other ways then you might suicide some phracts to dump the honor... but those are all the main attacks


    sb
    regardless of starting range will target the highest total attack
    generally used to clear a bunch of archers or better yet mechs in a mechd
    vs mechd
    changing the sb slightly by adding 1 cav (so 99999 scout 1 can instead of 100k scout) can be a killer to mechds)
    mechd works on the principal that the range bonus gives them the ability to kill anything before it gets a shot off
    the 1 troop type that could potentially hit it is a scout but a mechd should have enough defending scouts to absorb the dmg (scouts hit highest total attack)
    by adding 1 cav the scouts dont move up in round1 (attacking scouts dont move until all other attacking troops are dead)
    so round 1 the attacking cav, along with the defending mechs, move up
    then the cavs die and the scouts rush forward
    the scouts hit the defending mechs because defending scouts cannot move up ever so they no longer act as a shield and absorb the sbs

    ab
    vs a 5k
    will clear layers and only layers
    needs to have cav layer to be effective
    generally most effective layering is worker->cav altho there are some exceptions
    scout layer doesnt do anything but soak up some traps
    vs a cd
    archers will fire on the ats if present (if none the defending ranged with highest total attack)
    not really any point layering a full ab vs a cd since generally the point is either to send a bunch of them to clear ats or youre just looking for tradefire in which case layering doesnt do much (note that when attacking a cd you should always do layers then ranged OR ranged then layers, never mix the two. using ranged to attack a cd youre going to clear defending ranged first, THEN you want a properly layered ranged attack to clear the layers cheaply)

    xfire (also known by many different names but basically the wave is 99k arch 1k cav)
    vs a 5k
    this will force a tradefire between defending & attacking archers if conditions are right
    the right conditions basically means no defending layering faster than warrior (so no pike, sword, cav, phract)
    vs a cd
    again layering doesnt really mean much if youre just clearing ats or automatically getting tradefire due to close proximity... but its never a bad idea if sending many waves timed together to have 1 ab followed by many xfires just in case they happen to throw up some t/a/d

    mech

    vs a 5k
    the effectiveness of mechs greatly depends on if the defender is online and if so if they know what theyre doing
    assuming they stay in 5k your mechs will clear the layers
    depending on the layering of your wave, how heavy the defending layers are, and the attack of your hero used you may or may not clear every layer type and may or may not hit archers. there are times to and not to layer with cav/ram. important to note that you NEVER want to OVERlayer with rams. if you do then they dont even need to go mechd they can simply go down to archers only and wipe your wave basically no loss
    vs a cd
    basically same result as with archers but on steroids
    what may take 6 waves of archers to clear ats can be done in 1 mech wave

    smack
    this can be either cavs,phracts or a combination
    layering should ALWAYS include scouts for cavsmacks
    layering should ALWAYS include scouts, cavs for phractsmacks
    the reason is that adding those layering don't slow down the wave yet potentially change the outcome dramatically
    adding archer,ballista,pult layers may also change the outcome drastically but would slow the wave down. the reason it changes the outcome so much is that ranged will fire on ranged units first, then fire on other units based on their speed (ie scouts, then cavs, then phracts)

    vs a 5k
    only real point to do this is to dump honor (unless theres a strategic sacrifice ie you have a mech wave timed and dont want them to go cd but cant recall on time)
    the other possible exception would be vs a mechd that doesnt have enough mechs. only way you would know this though is if they closed gates until you attacked so you couldnt kill their scouts
    vs a cd
    this is where they become real effective
    if youve decided to clear layers then ranged then using smacks can do that pretty quickly if you have enough of them. (that said if the city had something like 1.5mil warriors, 600k sword, 400k pike, 500k arch, 200k cav, 100k phract... well it might be worth it to clear ranged instead. it comes down to whats cheaper usually, or whats least costly to you based on what you have available currently)
    vs no mechs or cav
    typically this is only seen when there is reinf after a kill but the cavs would actually make it across in r1 and hit archers even if there were other layers, phracts however are not quick enough


    hope this helps & was what you were looking for
    Very nicely explained. :-) awesome for the noobs and intermediate players.

    plus rep.

    Thanks to Morgan-LF for the great sig

    'You win battles by knowing the enemy's timing, and using a timing which the enemy does not expect.'
    IF YOU LIKE MY POSTS PLEASE REP ME... Thank You!!

  5. #15
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    Quote Originally Posted by Prodigy the 5 View Post
    Haha yea I know, but used the term I was familiar with.

    We should make an evo dictioanry to put the names of these so we are all on the same page of terms lol
    I can start a new thread

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    Quote Originally Posted by MetalX View Post
    you do know EVONY creates Glitches to benefit players who coin??
    Really? I should coin more... XD

  6. #16
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    i think i saw some1 making 1 b4, so id ask some1 if they know it
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