![]() It is my proposal, that it is best to use maneuvers as described below post to overcome this, to detect player online/offline and gate open/close is key. I do not think this is winnable with brute forcing a closed gate with 18k ATs up. If he has 18k, you are looking at a lot of losses for little gain. Additionally, if the defending opponent has Archer towers up, your scouts will break on them, 100k scouts, even with 20% attack bonus will only kill about 700 ATs (some of which gets instantly repaired depending on his tech). So sending in 99k scouts, and 1 warrior, will effectively nullify the scout bomb effect (of attacking archers) It is also important to note that scout bombs do NOT work when there's any other unit in the attack force. It's important to realize that scout bombing does not work when gates are closed. This way you can plug in #s, and find out which unit will be killed by scouts, and find out when to stop sending scouts. The # of kills will be wrong, but who to attack is always right. Exercises from rally point, will almost always tell you, exactly what your scouts will attack, given the correct reading of defending troops. The way to find out, is to use Exercises from your rally point. It may somethings be difficult to figure out what your units will target, especially when you see something like 80k swords, 100k archers defending (for example), what will the scouts attack? That is: with all things being equi-distant reachable by range, the attacking units will choose the unit that is most "valuable" as defined by # * resource cost. One aspect of this depends on the game mechanics of priority target. That is, sending in 100k scouts on a kamikaze mission to attack an enemy base with gates open, killing about 20k archers (varies), to be used repeatedly to eventually wear down the enemy enough, for your real 100k archer/rams/calv force to clear all troops. One key tactic that much of this guide is based on is the usage of the scout bomb tactic (as originally developed by Pokey after the wall/defense changes). Scout Bomb - Priority Targetting - Exercises ![]() My contention is also that if your opponent realizes these strategies that I listed here, there is a counter for everything. I'll also make it a point to note that the honor system is fairly broken, and the only way to "win" as defined by the destruction of cities / conquering of cities, is to lose honor, at the end game, at least. The other big factors that contribute to the imbalance is : 1) reflief station's ability to reinforce more quickly, and 2) beacon tower's telling of exactly what is coming and when it is coming. In addition to the added bonus of walls, which makes offensive attacks extremely challenging. Every strategy offensively can be countered defensively if the other player is online, and knows what they are doing. The only advantage of offensive tactics is the element of surprise / initiative: choosing the time of the attack while the defender is not online. My perception of current game mechanics leads me to believe that defense is heavily favored over offense. This focuses on battle tactics, and a very specific one at that. ![]() There are greater aspects of this game with regards to strategy, resources, diplomatics, which someone else can write a guide about. I'll also say that most of this article focuses on tactics, and not strategy. Special thanks to pokey for developing scout bomb tactic originally, this really just builds ontop of it. ![]() I've used these tactics in order to defeat some very tough opponents, and I consider this an end-game guide rather than a beginners guide. I'm going to quit this game so I thought I'd share some of the tactics that I use to PvP. I do not plan on updating it.Īdvanced Scout Bomb (PvP) Offense - Tactics WARNING: This guide was written a long time ago, I have not kept up with the game and updates.
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