I can't really give you a guide on how to be a "pro" player. It's a thing that requires building your way up to it. Everything you learn along the way is what creates a pro. But I can tell you a few things to start paying attention to, to help you get there.
TROOP MOVEMENT
Understand what happens with the troops on the battlefield.
(Thank you Marz2 for this section!)
(Thank you Marz2 for this section!)
Troops and players move according to their speed: Cavs, then inf, then arch, then cats. Remember this order! So your cavs move first, then your opponents cavs move, then your in,f then theirs - and so on and so forth. Remember that the red line on the field is the combat line. Troops can not move once they are on that line until the opponent troops at that line are gone (defeated)
Attacking works in the same order as movement: the fastest player and unit go first, then the opponent. Also, the player attacking second hits with what's left from the other player's attack (ex. you have 28k cav and your opponent has 50k; say you have the speed advantage over your opponent, so your cavs hit first.... and we'll say you kill 40k of your opponent cav. They would now attack you with the remaining 10k -- not 50k). Also remember that there are other units that move and attack after cav. So cav will hit the cav; if you have arch and you have them targeting your opponent's remaining cav' they will still attack after their cav and both players' inf. So think about how each turn will play out in the 30 seconds between rounds and move and attack as you see fit.
DAMAGE
What determines damage done to your opponent by your troops?
Speed - the order of who hits what first, (190 is max possible)
Attack,
Lucky doubles.
The player with higher speed moves and hits first! The only exception to this is if both players have equal speed the player that is defending gets the default speed advantage as long as his troops are moving forward. If equal speed and they hold or move their troops backwards and you are moving forward, you get the advantage.
Other stats are more to a player's preference but understand how they work: if you put all points into attack after speed, you add your units' base attack (found in barracks with the unit info) to stats and gear and this is the damage it does per hit. If your unit has a total attack damage of 600, then it will hit your opponents unit for 600 damage. If that unit's total defense is 400, the extra 200 attack points roll onto the next unit. This stat math works with armor as well: keep it in mind when you plan your fights and do what makes sense to you.
The only other thing that can affect damage done is if you get lucky doubles which can be a great equalizer but are highly unreliable. If, for say, your cavs get 6 lucky doubles in their fight with your opponent's cavs, that means your cavs would attack 7 times before your opponent would. This kind of thing is a huge thing in a fight and can easily change the outcome of a fight, as you can see.
Lucky doubles are increased in number by fortune(luck) but as I said very unreliable.
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When sizing up the fight, you must consider both the length of the fighting field, and the shooting/attacking range of your fighters versus theirs... not to mention any turrets a defender may have, if you're the attacker. So you'll want to know some facts before diving in head first!
So much on this game is based off who gets 1st strike. The determining values for this are:
Range - Speed - Defender Advantage
If you out range your opponent you get 1st strike
If you have more speed and the same range you get 1st strike
If you and your opponent have same range and speed the defender gets 1st strike
But how can you tell what your opponents range is?
So much on this game is based off who gets 1st strike. The determining values for this are:
Range - Speed - Defender Advantage
If you out range your opponent you get 1st strike
If you have more speed and the same range you get 1st strike
If you and your opponent have same range and speed the defender gets 1st strike
But how can you tell what your opponents range is?
FIELD RANGE
The field length is determined by range. Add 300 to whatever unit has the longest range (normally cats but can be turrets or archers also), and that is the field length. So, for an easy formula:
battlefield length = unit with the highest range on the field + 300
After a battle is initiated, you can click on any one of your troop types to see the effective field length.
People use battlefield length to determine how far they can move before being hit. Then they calculate their own range, and speed. So if your speed is 149, you can move 2 times before being hit (because there is a distance of 300 before coming into range.) After that, range plays a big part in who loses the most.
Use this example.
A catapult's range is only 800 in the fight. Add the additional 300 points to calculate the field length. So here, the field length is 1100.
so if your turrets are 1350 range.... then the turrets still have the farther range. So once you move your cats, the turrets have you before you have them.
Now, you know how to calculate your range.
SHOOTING RANGE
To determine shooting distance, take the distance of the field then subtract 300. Level ten tech shooting with catapults will give you a 1260 field length, -300 means the cats can shoot 960, and lvl 10 turrets can shoot 1050.
1360 is the max field length, and only happens when level 10 turrets are present. 1260 is the field length when max tech cats have the longest range on the field.
Now use these tables to guide you.
Catapults:
Shooting range Level
1100 0
1116 1
1132 2
1148 3
1164 4
1180 5
1196 6
1212 7
1228 8
1244 9
1260 10
Turrets:
1300 Lvl 9 turrets
1350 Lvl 10 turrets
Using the table below
The left column represents the turret level, the top row represents the shooting level, and the numbers are the range a turret will have for that shooting/turret level. The areas in red is where you are guaranteed to lose against a cat. The areas in green are where you are guaranteed to get a shot at a cat against someone w/ level 10 shooting. The regular text is a gray area where depending on the attackers shooting level, your turrets may or may not be able to attack cats.
| Shoot\Turret level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| 1 | 600 | 612 | 624 | 637 | 649 | 662 | 676 | 689 | 703 | 717 | 731 |
| 2 | 650 | 663 | 690 | 703 | 717 | 732 | 746 | 761 | 777 | 792 | 808 |
| 3 | 700 | 714 | 743 | 757 | 773 | 788 | 804 | 820 | 836 | 853 | 870 |
| 4 | 750 | 765 | 796 | 812 | 828 | 844 | 861 | 878 | 896 | 914 | 932 |
| 5 | 800 | 816 | 849 | 866 | 883 | 901 | 919 | 937 | 956 | 975 | 994 |
| 6 | 850 | 867 | 902 | 920 | 938 | 957 | 976 | 996 | 1015 | 1036 | 1056 |
| 7 | 900 | 918 | 955 | 974 | 993 | 1013 | 1033 | 1054 | 1075 | 1097 | 1119 |
| 8 | 950 | 969 | 1008 | 1028 | 1048 | 1069 | 1091 | 1113 | 1135 | 1158 | 1181 |
| 9 | 1000 | 1020 | 1061 | 1082 | 1104 | 1126 | 1148 | 1171 | 1195 | 1219 | 1243 |
| 10 | 1050 | 1071 | 1114 | 1136 | 1159 | 1182 | 1206 | 1230 | 1254 | 1279 | 1305 |
Level 10 shooting and level 10 turrets make a 1050 turret.
COMMANDING
COMMANDING
Catapults moving backwards can't be attacked by cavs moving forward towards them.
Technique: Move cats forward 2 rounds, then retreat 2 rounds.
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