Page 2 of 3 FirstFirst 123 LastLast
Results 11 to 20 of 26

Thread: Defense guide

  1. #11
    Join Date
    May 2011
    Location
    Check WR..... You cant miss me :D
    Posts
    769

    Default

    Awesome thread helps a lot new players and exp vets can all use this good job

    EPIC sigs done by Morgan La Fey
    Na28 (ReBirth) (before they retired) HHx2 3100
    S158 (died)
    why test on animals when we have prisons full of pedophiles
    "Yea fool keep hatin, at least i know im doing something right."

  2. #12

    Default

    First off your wrong, Attackers will always hit the cavs first no matter what your defence is... and 2nd u can hit layers in a compact D u just have to send your wave with the proper layers. For instance a properly layered 90k warrior wave will hit the pikes quit nicely... add a few balls and wow your hitting the swords now... u should learn and understand the full game mechanics b4 u go posting like you know everything... your not safe with any defence u run i can expose them all... the best defence is being online 24/7 or having good friends that will call u when you are under attack
    Last edited by Milfhunt3r; 08-23-2011 at 04:49 PM.

  3. #13

    Default

    Quote Originally Posted by Milfhunt3r View Post
    First off your wrong, Attackers will always hit the cavs first no matter what your defence is... and 2nd u can hit layers in a compact D u just have to send your wave with the proper layers. For instance a properly layered 90k warrior wave will hit the pikes quit nicely... add a few balls and wow your hitting the swords now... u should learn and understand the full game mechanics b4 u go posting like you know everything... your not safe with any defence u run i can expose them all... the best defence is being online 24/7 or having good friends that will call u when you are under attack
    You seriously have no concept of a CD. And you can hit layers with cav or if you send a large enough of layers that the bals and pults dont 1 shot em. And archers AND bals attack the closest ranged first so in a CD thatd be AT then the highest combined attack of the next ranged unit. Im on NA 29 if you still feel like running your mouth. I hope to god your on that server.

  4. Default

    the only ultimate defense is being online to deal with the situation(s) directly. I prefer the 5200 (5k def) over CD because pure ATs can come down in 3-5 waves depending on size and stars. after ATs down in a CD situation, bye bye to your archers. mech the fodder then bam, city done. Reports shown as won were due to player being online, hence the 5 traps, lol.

    conclusion, ultimate defense is being online and knowing how to handle the situation(s).

  5. #15

    Default

    Quote Originally Posted by Milfhunt3r View Post
    First off your wrong, Attackers will always hit the cavs first no matter what your defence is...
    Wrong. 100 percent Wrong.

    CD is much more effective on younger servers. On older servers where people have 3+ million archers in their war cities....CD isn't overly effective. It only takes a few waves with good heros to take down 17k ATs.

  6. #16

    Default

    Quote Originally Posted by Shinigami Ichigo View Post
    the only ultimate defense is being online to deal with the situation(s) directly. I prefer the 5200 (5k def) over CD because pure ATs can come down in 3-5 waves depending on size and stars. after ATs down in a CD situation, bye bye to your archers. mech the fodder then bam, city done. Reports shown as won were due to player being online, hence the 5 traps, lol.

    conclusion, ultimate defense is being online and knowing how to handle the situation(s).
    Yes there is no ultimate defense online i go 5k offline CD but if u have 3 mil archers in a CD mech dont do much if your matching star sets and takes a ton of archers to get anywhere and allies can just RI archers all day. In a 5k a few good mech waves to a foe offline = a very dead city

  7. #17
    Join Date
    Feb 2010
    Location
    NE, wishing I was in Burlington VT
    Posts
    20

    Default

    So for the 5K defense, you don't use any ATs? Also, what kind of numbers do you use for the traps, abatis, trebs?

  8. #18

    Default

    Quote Originally Posted by satchboogie View Post
    So for the 5K defense, you don't use any ATs? Also, what kind of numbers do you use for the traps, abatis, trebs?
    You still want several AT's, but you need to be sure at least 1 trap, abatis or treb is up for every attack. I like to keep around 17k AT's, 500 abatis, 300 trap for a 5k defense myself. And remember, with Machinery lvl 10 it takes a lot of spam waves to clear the traps/abatis completely. That combined with how a trap can be built almost instantly with a good pol hero as mayor makes defending ridiculously easy when online.

  9. #19

    Default

    First report - Obviously 900k archers will easy kill 95k archers in 1 round with 9k Ats, the attacking archers were killed before they could even fire. The reason the fight lasted 3 rounds was due to (I'm assuming both parties had all techs at lvl 10) the attacking phracts. Phracts have a base speed of 750 with hbr 10, they attain a speed of 1125. Thus this would be 1 round for phracts .. seeing that this is a 5k defense it would take 4 full rounds before phracts can even hit enemy troops (4 rounds - 4500 range).

    The phracts had no hopes of hitting any defenders if they could survive 4 rounds due to the fact they hit the rolling logs (1300 range). Full battle range - 5200 , deduct 1300 for rolling logs - 3900.

    In the second report there would have been no archer losses had there been a layer of swordsmen. As for the matter of how thick defending layers should be, I would go with 1k - 2k, however more testing would have to be done to verify this. Defending archers would have another round to fire at the horses with the presence of the swordsmen. As for the absence of abatis in the 5k defense it would not matter as there were traps on the wall defenses.

    As for trade fire between attacking and defending range units, hbr (for mechs .. ballistae and catapults) and compass (for archers) plays the key role in this situation. Once surviving units have reached the point in the battle where they have the range to fire, their speed determines how far they will advance before attaining another round to fire upon defending troops. This is how losses will occur on defending troops.
    Last edited by Sookie_Stackhouse; 09-16-2011 at 12:44 AM.

    Age 1 : Retired
    Age 2 : Na36 Alliance Rise

    I'm trapped somewhere between this world and the land of music. Shhhhhhh just listen.

  10. #20

    Default

    Great guide, this 5k method works really well for an online player but as Gough rightly says it can be picked off relativly quickly putting you back into a compact defense, but those who are new to the game can get a good strategy going by reading this, great job!!

    All punishment is mischief; all punishment in itself is evil

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •