Monday, September 19, 2011

Page 11: Advanced Attack

Advanced Fighting Techniques







When you're fighting against the computer (an oasis or fort), it usually works best if you hold everything and let your cats do the dirty work for you. However when you go to fight players it's not usually going to be so cut and dry. You're going to have to work your troops smarter. So you need to know some techniques!

Catapults moving backwards can't be attacked by cavs moving forward towards them.  
Technique: Move cats forward 2 rounds, then retreat 2 rounds.

This is a more advanced strategy, known as blocking or meat shielding. Basically you bring several troop types you don't use as kamikaze units:Here's how it goes. As enemy approaches, let's say inf in this instance, you use your kamikazes to slow their forward movement. Your cats are sitting way back on the field and the inf are getting closer and closer. You can't kill them all in time before they are too close so you use your blockers to hold them for another round. If I'm using inf and cats to farm forts then I would bring 1 cav and 1 arc. On round 8 or 9 when the enemy is super close, advance just the cav. They run up and halt the inf. If I need 1 more round then I'll advance my 1 arc. If all else fails I would have two options. Call out of the battle or advance my inf. The main goal is to not lose your cats. If I advanced my inf and they lost then I would have no choice but to call out of the battle. Cats in melee combat are pitifully useless and losing them hinders your ability to farm. The technique gives you two more rounds to get through and is very cheap to use. You can practice on low level forts or even oases. It's extremely useful. It can change the tide of battle against players also. Learn this well :)

FIELD LENGTH, RANGE, TURRETS
When sizing up the fight, you must consider both the length of the fighting field, and the 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!
The field length is determined by range. Add 300 to whatever unit has the longest range, 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.
•Range for catapults
Shooting range   Level tech
1100                 0
1116                 1
1132                 2
1148                 3
1164                 4
1180                 5
1196                 6
1212                 7
1228                 8
1244                 9
1260                 10
•Range for Turrets
Turret Lvl - field length
Lvl 1 - 900
Lvl 2 - 950
Lvl 3 - 1000
Lvl 4 - 1050
Lvl 5 - 1100
Lvl 6 - 1150
Lvl 7 - 1200
Lvl 8 - 1250
Lvl 9 - 1300
Lvl 10 - 1350

Lvl 10 Turrets Can Kill
255/76/306/85 per turret per round

Troops Killed By Each Level Turret Per Round:

1         3/.9/3.6/0
2         4.9/1.48/5.92/1.64
3         8.06/2.42/9.68/2.68
4         13.2/3.96/15.84/4.4
5         21.6/6.48/25.92/7.2
6         35.4/10.62/42.48/11.8
7         58/17.4/69.6/19.3
8         95.06/28.52/114.08/31.68
9         155.8/46.74/186.96/51.93
10       255.2/76.56/306.24/85.06

Troops Killed By Each Level Trap Per Round:

1       1.3/.4/1.6/.44
2       13.3/4/16/4.4
3       26.6/8/32/8.8
4       40/12/48/13.3
5       53.3/16/64/17.7
6       66.6/20/80/22.2
7       80/24/96/26.6
8       93.3/28/112/31.1
9       106.6/32/128/35.5
10     120/36/144/40

**Multiply the numbers by how many turrets/traps of each level the defendent has to figure your losses.

So… a strategy to use when sizing up their turrets is to send a single troop to their town to “scout” it out.  The battle report will return news of whatever traps and/or turrets they’re using.  Now, this will let you plan your battles in a smart fashion! (Unless of course you’re acting upon the element of surprise by attacking them fast and hard, in which case hopefully you already know, or are prepared for any consequences ;) – that’s why many people will warp their town beside another, to hit the hardest (like with cats) and still keep an optimal speed….


Want to take out someone's level 10 Turrets? 
Have your total cumulative Speed including tech & equipment at 99 or under to kill level 10 turrets with no loss.  (Remove equipment to reduce it unless your skill level is already too high)

Remember to also account for tech.  So if your marching is at 10, the speed you see under General needs to be no higher than 76.  
Your final number you want is 98 or 99.  

Marching tech increases attribute points by 3% per level.  So x + 27% = 99 is the equation for Lvl 9 marching tech.  Solve for x, for level 9 marching tech.


- Use a mix of traps/turrets to slow down enemies.

- You can cancel incoming attackers' attacks if you starve them.

-Traps do speed damage, and health/defense of opponent is irrelevant. Traps have 50 range at level 1 and get 10 range per level.

-turrets have 600 range at level 1. They ARE affected by every stat but fortune and all battle techs. Their see is lower than a basic cat. They get 50 range per added level.

-Remember to take off your equipment if you plan to lock someone down. This will make your lockdown take much longer to reach them!

- A city with:

1.troops building
2.Buidlings, techs upgrading
3.troops on hunt
4.troops attacking
5.under attack

cannot move his city to another spot on the map. They must be finished before being able to do so. Therefore sending one cat (which is slow in moving) to attack the city will prevent him from moving it.

- All attacks initiated before refuse war is applied is considered effective. You will still be attacked by those before WR is implemented.

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