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Thread: how many cavalry needed to stop tradefire?

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  1. #1

    Default how many cavalry needed to stop tradefire?

    so in my 14 im running a layer heavy compact defense of:

    25m warrior
    10m scout
    2m pike
    3m sword
    8m archer
    1m balli
    200k pults


    my question is,with defending HH (350 attack+400 intel) how many cavalry will i need to keep in the city to stop attacking waves of 99,500arch 500cav hitting my archer?

    will be a 15set defending and probably 15set attacking

  2. #2
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    Any unit faster then an archer.
    In game name: Gilgad


  3. #3

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    Quote Originally Posted by The Real Gilgad View Post
    Any unit faster then an archer.
    Didnt answer my question at all.

  4. #4

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    If you have no abatis traps or trebs you can't stop them from tradefiring your archers because the battle starts inside there shooting range and archers target the highest attack value ranged they can currently see. If thers no ranged then they target mellee in order of fastest to slowest. They allso target archer towers first so if you have like 10 they will absorb a hit.

  5. #5

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    the answer is 42

  6. #6

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    No amount of cavs will stop tradefire in CD, though I wouldn't want your dreams to be crushed, so try 10 mil cavs.
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    Like everyone else said, in a compact defense your towers will be killed first, once that's done it's open season, if they send tradefire waves your arch will be hit..that's why CD usually has less arch than it does layers..just a thought :P

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  8. #8

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    Quote Originally Posted by xJUPITERx View Post
    Like everyone else said, in a compact defense your towers will be killed first, once that's done it's open season, if they send tradefire waves your arch will be hit..that's why CD usually has less arch than it does layers..just a thought :P
    http://evonyadvancedguide.com/combat.html#tradefire

    The basis behind tradefire is very simple although to completely understand it you need to also understand unit range and unit speed.

    ACHIEVING TRADEFIRE
    To achieve tradefire to need to either one shot or three shot the opposing enemy cavalry. The reason this needs to happen is because defending archers in a city have a range of 2400 because of the wall bonus while attacking archers only have a range of 1800 meaning the defending archers can get fire onto your marching troops before they have a chance to fire back. keeping even a small number of cavalry in your city can ruin the attacking enemies chances of getting tradefire on your archers. If however you are attacking its much better to try to spam out all the cavalry with pikemen/warriors before trying to attain tradefire.

    Archers speed is 500 with full tech meaning if both the defending and opposing archers move then a gap of 1000 has been closed on the battlefield. However if only one set of archers move then the defending archers will get free rounds of firing on your troops, while you archers will keep firing on the opposing swordsmen. This means if the enemy has a large amount of swordsmen in their city, you will not get any fire on the opposing archers.

    To achieve tradefire when all the defending layers are gone before the archers (e.g. pikemen, swordsmen etc), you can send 500 cavalry and the rest archers (99,500 or more), however you must send enough cavalry so they done get killed straight away by the remaining abatis in the city. So if there is a large number of abatis left in the city you can increase the number of cavalry in the wave to 50% of the number of abatis remaining. Correct layering of your waves can be the main factor when trying to achieve tradefire in player versus player, against NPC's and historic cities however it is much easier.


    ???

  9. #9
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    Quote Originally Posted by mattyts View Post
    http://evonyadvancedguide.com/combat.html#tradefire

    The basis behind tradefire is very simple although to completely understand it you need to also understand unit range and unit speed.

    ACHIEVING TRADEFIRE
    To achieve tradefire to need to either one shot or three shot the opposing enemy cavalry. The reason this needs to happen is because defending archers in a city have a range of 2400 because of the wall bonus while attacking archers only have a range of 1800 meaning the defending archers can get fire onto your marching troops before they have a chance to fire back. keeping even a small number of cavalry in your city can ruin the attacking enemies chances of getting tradefire on your archers. If however you are attacking its much better to try to spam out all the cavalry with pikemen/warriors before trying to attain tradefire.

    Archers speed is 500 with full tech meaning if both the defending and opposing archers move then a gap of 1000 has been closed on the battlefield. However if only one set of archers move then the defending archers will get free rounds of firing on your troops, while you archers will keep firing on the opposing swordsmen. This means if the enemy has a large amount of swordsmen in their city, you will not get any fire on the opposing archers.

    To achieve tradefire when all the defending layers are gone before the archers (e.g. pikemen, swordsmen etc), you can send 500 cavalry and the rest archers (99,500 or more), however you must send enough cavalry so they done get killed straight away by the remaining abatis in the city. So if there is a large number of abatis left in the city you can increase the number of cavalry in the wave to 50% of the number of abatis remaining. Correct layering of your waves can be the main factor when trying to achieve tradefire in player versus player, against NPC's and historic cities however it is much easier.


    ???
    Either this guide is talking about tradefire in 5.2k ranged combat..

    Or it doesn't know what it's talking about.
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  10. #10

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    Quote Originally Posted by Melri View Post
    Either this guide is talking about tradefire in 5.2k ranged combat..

    Or it doesn't know what it's talking about.
    Well, the OPs original question is flawed in that you can't stop a range to range tradefire with a CD to begin with. So that guide could only be referring to 5.2k trading.
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