Showing posts with label khaotica. Show all posts
Showing posts with label khaotica. Show all posts

Sunday, April 15, 2012

Khao Cavs Guide

How many cav for a fort?

1 - 2505
2 - 4910
3 - 9220
4 - 16000
5 - 24500
6 - 42900
7 - 71100
8 - 98000
9 - 160000
10 - 221000
*Numbers based on the "10% Rule"*
(10% rule: You need 10% in cats to infantry. So 3000 infantry needs 300 cats; ect)
 Unless you're trying to occupy a level 10 fort, there's really no reason to attack it, though. These are best left to be occupied for money.  You don't have to have this many cats to get the fort.  Your allies with cats can always weaken it for you.

For farming, with good tech and equipment, you could go after level 6 and 8 forts to fill the warehouse.  60k cav will take an 8 with no problems.

Start with cav equal to the # of inf in the fort.
As you move up it's somewhere between 3/4 and 2/3

Try hitting a fort level 4 with 10k for only 19 loss...
-----------------
How Many Cav for Oasis
 
 Soldiers-Cavalry-Archers-Catapults
Oasis Level 1: 9-9-0-0
Cavs to beat: 52

Oasis Level 2: 24-9-0-0
Cavs to beat: 52

Oasis Level 3: 49-24-9-0
Cavs to beat: 138

Oasis Level 4: 99-24-9-0 
Cavs to beat: 138

Oasis Level 5: 249-49-24-9
Cavs to beat: 315 

Oasis Level 6: 499-49-24-24
Cavs to beat: 630

Oasis Level 7:
Cavs to beat: 1270

Oasis Level 8:
Cavs to beat: 3140 

Oasis Level 9:Cavs to beat: 6320 

Oasis Level 10:
Cavs to beat: ?


Keep in mind that taking something with cavs always give a minor loss of cavs, but simply train more after that to restore the lost and gain some more pp :)
----------------- 

Cavalry Guide

Why use them?

A) Highest overload (Amazing raiding)
B) Highest Speed (For battles and hunting)

Max speed and marching with max equips increase cavalry speed to 825.

-----------------
What's the best way to use a Cav army?
Against un-commanded fights like forts or oasis, just let them go uncommanded.
Against a commanded fight, the only way around max shooting cats is max speed.  Equipment and enhancements to get you to 960.
Don't let the cats advance too far.  You can't hit them as they retreat.  If the enemy holds his cats on the first round, go at them right away.

Cavs have the same range as cats if you have max speed, tech, and max enhance on a level 15 horse and manual. Hold cavs until the 3rd round versus advancing cats and the cav will hit with 0 loss.*
Cats' max range is 960, same as cavs' max speed.
(*If the opponent doesn't have max, then the amount of rounds you hold could be more.)
-----------------
Cav vs Inf

If you have a higher speed than the defender. Also this DOESN'T account for techs.

1.28 cav can kill 1 inf.
1285.7 cav can kill 1000 inf.
6428.57 cav can kill 5000 inf.
12857.14 cav can kill 10000 inf.
25714.28 cav can kill 20000 inf.

And so on.
Each inf has 225 life.
Each cav has 175 attack.

-----------------
Cav vs Archers

If you have a higher speed than the defender. Also this DOESN\'T account for techs.

.85 of a cav can kill 1 archer.
857.14 cav can kill 1000 archers.
4285.71 cav can kill 5000 archers.
8571.42 cav can kill 10000 archers.
17142.85 cav can kill 20000 archers.

And so on.
Each archer has 150 life.
Each cav has 175 attack.
-----------------

Cav vs Cats

If you have a higher speed than the defender. Also this DOESN\'T account for techs.

3.14 cav can kill 1 cat.
3142.85 cav can kill 1000 cats.
15714.28 cav can kill 5000 cats.
31428.57 cav can kill 10000 cats.
62857.14 cav can kill 20000 cats.

And so on.
Each cat has 550 life.
Each cav has 175 attack.
-----------------

Cav vs Cav

If you have a higher speed than the defender. Also this DOESN\'T account for techs.

3.85 cav can kill 1 cav.
3857.14 cav can kill 1000 cavs.
19285.71 cav can kill 5000 cavs.
38571.42 cav can kill 10000 cavs.
77142.85 cav can kill 20000 cavs.

And so on.
Each defending cav has 675 life.
Each attacking cav has 175 attack.

Khao Cats Guide

Catapults Guide

CATAPULTS NEEDED PER LEVEL FOR FORTS
Inf to carry resources |Cats to wipe

1 - 2500 215
2 - 3000 428
3 - 4000 855
4 - 5000 1410
5 - 6500 2170
6 - 8000 3782
7 - 10000 6255
8 - 15000 8708
9 - 20000 14115
10 - 25000 19830

(With high attack stats and tech and equipment, 10k is enough for most people for level 10 forts.)
Same principle goes for level 9, 8, 7 and 6, figures listed are way too conservative, the vast majority of people can farm them with a lot less cats. Basically the figures listed are for people who barely upgrade their stats, don't upgrade their techs and don't bother getting any equipment; but if you don't upgrade your setup then why even bother farming level 10 forts.


Try this formula: 

F - Fort
S - Shooting tech level
A - Attack base attribute
T - Attack tech level

Cats = F / (S-2)(1.7948+(A*0.0096)) + (T*0.0386)
 

----------------------------------- 

Soldiers-Cavalry-Archers-Catapults

Oasis Level 1: 9-9-0-0
Cats to beat: 5

Oasis Level 2: 24-9-0-0
Cats to beat: 10

Oasis Level 3: 49-24-9-0
Cats to beat: 25
OR, Cavs to beat: 138

Oasis Level 4: 99-24-9-0
Cats to beat: 50

Oasis Level 5: 249-49-24-9
Cats to beat: 75

Oasis Level 6: 499-49-24-24
Cats to beat: 100

Oasis Level 7:
Cats to beat: 200

Oasis Level 8:
Cats to beat: 400

Oasis Level 9:
Cats to beat: 500

The rare Oasis Level 10:
Cats to beat: ?


----------------------------------- 

•Range for catapults -- the range of turrets is what is shown in the table.  This is for taking out turrets with cats.

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
1300                 Lvl 9 turrets
1350                 Lvl 10 turrets

You need at least two levels higher shooting tech on your cat than they have on their turrets in order to come close to winning. Either that, or a massive number of cats..... to take on all level ten turrets, it will take like 13k cats, at least.

-----------------------------------

Why use Catatpults?
 
A) High Range
B) Most powerful unit
C) Good against all leveled towers (depending on range tech level)
D) Great for defending with

Optimal general speed for catapults attacking a 1350 field length is 40.

This lets cats move at 40 speed over 2 rounds to cover 80. 80 is the distance that needs to be covered -- 390 - 310 (155 base speed times 2 rounds = 310 move)
field length is 1350 for level 10 turrets.
1350 - 960 = 390 

Cat base range is 800.  Speed is increased 3% per level.  So 800/.3% = 1.6


Cats vs Cavs 
If you have a higher speed than the defender. Also this DOESN'T account for techs. 

2.25 cats can kill 1 cav. 
2250 cats can kill 1000 cav. 
11250 cats can kill 5000 cav. 
22500 cats can kill 10000 cav. 
45000 cats can kill 20000 cav. 

And so on. 
Each cav has 675 life. 
Each cat has 300 attack. 

----------------------------------- 
Cats vs Inf 
If you have a higher speed than the defender. Also this DOESN\'T account for techs. 

.75 of a cat can kill 1 inf. 
750 cats can kill 1000 inf. 
3750 cats can kill 5000 inf. 
7500 cats can kill 10000 inf. 
15000 cats can kill 20000 inf. 

And so on. 
Each inf has 225 life. 
Each cat has 300 attack. 

----------------------------------- 
Cats vs Archers 
If you have a higher speed than the defender. Also this DOESN\'T account for techs. 

.50 of a cat can kill 1 archer. 
500 cats can kill 1000 archers. 
2500 cats can kill 5000 archers. 
5000 cats can kill 10000 archers. 
10000 cats can kill 20000 archers. 

And so on. 
Each archer has 150 life. 
Each cat has 300 attack. 

----------------------------------- 
Cats vs Cats 
If you have a higher speed than the defender. Also this DOESN\'T account for techs. 

1.83 cats can kill 1 cat. 
1833.3 cats can kill 1000 cats. 
9166.6 cats can kill 5000 cats. 
18333.3 cats can kill 10000 cats. 
36666.6 cats can kill 20000 cats. 

And so on. 
Each defending cat has 550 life. 
Each attacking cat has 300 attack.

Tuesday, November 8, 2011

Marz2's Combat Basics Guide


Combat basics 1 of 3
Combat basics
Basic command is easy forward, back and hold. Learning when to do these is harder and requires experience, but understanding the way the troops move and attack will help you more then you think. (thanks to oredi for teaching me this)
Troop movement
Knowing this is key to the battle!
Troops and players move according to there speed Cavs then inf then arch then cats. Remember this order! So your cavs move first then your opponents cavs move, then your inf then their's 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 players attack (ex.  you have 28k cav and your opponent has 50k say you have the speed advantage over your opponent your cavs hit first and will say kill 40k of you opponent cav they would attack you with the remaining 10k not 50k) also think 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 opponents remaining cav they will still attack after there 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. 
======================
Combat basics 2 of 3
Speed as you can see is very very important,  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 there troops back words and you are moving forward you get the advantage. The order of advantage goes forward> defense(hold)> backward this is what to think about when fighting a player with equal speed. Max speed is the first stat to max which is 100 plus gear lvl 15 horse and lvl 15 manual both enhanced 20 lvls which equals 100+90. This is max there was a old droid glitch that aloud 101 but the extra point didn't count was a waste.
Example of how the speed rule works in same speed situation. Say you are the attacker and each player has cav, inf, arch and cats first round you hold all troops and they forward all troops they would move first and if in range hit first but lets say not in range
Second round you move forward all and they only forward cav they pull back inf and hold arch and cats what would happen is this, they move their cav forward then your cav (say they are at same point now on field) then your inf move(your inf are moving forward there's back) after yours move theirs do, then your arch(yours are moving forward there's hold) then theirs would but not moving(say all range units are in range after movement of all troops) now your cats will move(yours are moving forward there's are holding) and now there cats would move but they are holding so no movement. Ok now the attack phase starts remember movement here!!!! Their cavs attack first hitting your cavs(remember this unit was moved forward not held or backwards) after their cavs finish their attack now your remaining cavs attack, next your inf would attack(two things to remember here your inf are moving forward so this unit gets speed advantage because of movement!! Also this goes for any unit they will attack in an order according to what's in range they always default try there opponents matching unit then go to speed order) so your inf would try to attack there opponents inf unless you order different then go in speed order, let's say they are now at the red line with your cavs and their cavs and your inf had targeted there inf since not in range they would hit their cavs, so next your archers would attack then their's and last would be your cats then their's this is a general example but gives you the full idea of speed and it's advantages
Other stats are more to a players preference but understand how they work, if you put all points into attack after speed you add you units base attack (found in barracks with the unit info) to stats and gear 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 units total defense is 400 the extra 200 attack points roll into the next unit. This stat math work with armor as well, keep it in mind when you plan your fights and what makes sense to you.
The only other thing that can effect 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 there fight with your opponents 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.
Stats are a players preference but speed is always most important ask any strong fighter, after that each player has their comfort zone in stats do what works for you, you can always change them with 20 coins. 
======================
Combat basics 3 of 3
Combat totals and prestige are figured based on total troops killed on both sides. The losses accrued by the loser are subtracted from the loses of the winner, the difference is were you start figuring prestige the total of the troop difference of each unit that was lost by the loser is then multiplied by their individual prestige worth(inf=1 cav=4 arch=2 cats=10 as I last checked) the totals are added together for your total prestige gain. Now the only other thing to think about is the lvl rule.
Lvl penalty rule is that for each lvl your opponent is under you you multiply you unit prestige cost by lvl difference(ex. You lvl 18 opponent lvl 16 you multiply your losses by 2)
This can make it possible for you to technical lose the fight but as long as you have troops left at the end of the battle you can not lose prestige. This is something to think about when choosing a target.
Resources when attacking a fort or city resources are carried by your troops back to your city's. Cats and archers will carry some but not much that's one reason to have a sizable group of inf, cav or both. These units carry far more resources from a city or fort which is a great way to get food and other resources to build and maintain your army.
Basic army's are a combination of range and close combat troops, like cats and cav or inf are good to start with. Cav are far stronger than inf and move faster and cats have the longest range. Inf are far easier to feed than cavs but you sacrifice strength and speed but minimize food and prestige lose. Always have some inf or cav to take out traps and act as a meat shield for cats.
Each kind of army has advantages and disadvantages, like cav, arch combo is very very fast and very good for a warp but you lose a lot of potential prestige in loses on turrets and traps, cats and cav or inf are a favorite to most, long range cats minimize loses and maximize prestige gain but are far slower and cats are not easy to feed and cost far more in upkeep. The best advice here is start with a simple army till you understand and can get comfortable with cats and inf or cav then experiment as you learn.
This is the basics of combat, I am still learning more about combat as I go and will share more as I can but understanding this is the biggest part the rest as to when and what to move and not move will come with experience and time just remember army's and prestige can always be rebuilt never get down after losing a fight find out what you should have or could do to change and make the result better everyone loses a battle or two(well except oredi but he's not human he is haypi lmao)

Also for those that don't or can't use coin you can do everything a coin user does it just takes longer and different ways but you can achieve the same goals all the same.
I hope this helps and thank you to all the Guardians that have helped me write this
with help of other trusted friends.

Good luck to all
Marz 
 

Monday, September 19, 2011

Oasis Guide

OASIS

Capturing an oasis will provide you with additional resources. In order to support a large army this will help you bring in enough crop to sustain them. Or it helps you collect crop to donate to the alliance.  Or they can supplement you if you need other resources for building, instead.  See separate Oasis guide for how much troops to take an Oasis with.

- Oasises degrade every day, once you take them.  So be sure to refresh them regularly by resigning and taking a new one of max level you're able to obtain!  Or if you can resign it before it drops, you can just re-capture the same one.  It's also wise to move your oasis far enough away from your town that it's not easy for an enemy to find. If they want the could remove you from them to try and starve out your army.
Remember: every major title upgrade, or every 3 levels, you can hold 1 more sub city and occupy 1 more fort; also, the amount of oasis you can hold is: Your level divided by 2 and rounded up if needed.
- What's this about a level 10 oasis? Is there a such thing?  Yes, there is!  It's the product of a perfectly timed occupied and resign oasis.
-Why? There's an accomplishment for having 2 lvl 10's at once! And accomplishment points are required for PvP, if that interests you.... Otherwise, it's just cool.....  In addition to prestige there's also an accomplishment scoreboard under Ranks.
-How?  TAKE a CROP oasis and then RESIGN it and wait the number of hours listed below. Then it should jump to a level 10 oasis.

Keep in mind this is ONLY A CHANCE!  About 1 in a thousand.....

A level 1 oasis will be level 10 in 3 days
A level 2 oasis will be level 10 in 6 days
A level 3 oasis will be level 10 in 9 days
A level 4 oasis will be level 10 in 2 days
A level 5 oasis will be level 10 in 5 days
A level 6 oasis will be level 10 in 8 days
A level 7 oasis will be level 10 in 1 day
A level 8 oasis will be level 10 in 4 days
A level 9 oasis will be level 10 in 7 days


To capture an oasis, you need......

Level / Troops in oasis to defeat: Soldiers-Cavalry-Archers-Catapults
Oasis Level 1: 9-9-0-0
Cats to beat: 5
OR, Cavs to beat: 52
OR, Inf to beat: 208
OR, Arc to beat: 80

Oasis Level 2: 24-9-0-0
Cats to beat: 10
OR, Cavs to beat: 52
OR, Inf to beat: 208
OR, Arc to beat: 150

Oasis Level 3: 49-24-9-0
Cats to beat: 25
OR, Cavs to beat: 138
OR, Inf to beat: 555
OR, Arc to beat: 400

Oasis Level 4: 99-24-9-0
Cats to beat: 50
OR, Cavs to beat: 138
OR, Inf to beat: 555
OR, Arc to beat: 600

Oasis Level 5: 249-49-24-9
Cats to beat: 75
OR, Cavs to beat: 250
OR, Inf to beat: 1200
OR, Arc to beat: 800

Oasis Level 6: 499-49-24-24
Cats to beat: 100
OR, Cavs to beat: 500
OR, Inf to beat: 2200

Oasis Level 7:
Cats to beat: 200
OR, Cavs to beat: 1000
OR, Inf to beat: 4200
OR, Arc to beat: 1410

Oasis Level 8:
Cats to beat: 400
OR, Cavs to beat: 2000
OR, Inf to beat: 11000
OR, Arc to beat: 7100

Oasis Level 9:
Cats to beat: 500
OR, Cavs to beat: 4000
OR, Inf to beat: 21000
OR, Arc to beat: 14100

The rare Oasis Level 10: 
Cats to beat: 900
OR, Cavs to beat: ?

It may take you less troops to defeat the oasis but these are base numbers. To determine more exacts, since it depends on your techs/equipment/skills, figure out how many inf your cats can kill in a turn and then figure out how many turns it will take you to beat that oasis. Your cats should be safe up to 9-10 turns if you use blockers and have max shooting. 

OR, INF to beat Oasis – and note, you will suffer some loss -- 
  1. 208
  2. 208
  3. 555
  4. 555
  5. 1200
  6. 2200
  7. 4200
  8. 11000
  9. 21000

-------------------------
How many Oasis per level? 


Lvl     Oasises/Forts
1       1      0
2       1      0
3       2      0
4       2      1
5       3      1
6       3      1
7       4      2
8       4      2
9       5      2
10     5      3
11     6      3
12     6      3
13     7      4
14     7      4
15     8      4
16     8       5
17     9       5
18     9       5
19    10     6
20    10     6

•Oasis Income

Oasis lvl        Output
1.                 100
2.                 200
3.                 350
4.                 550
5.                 850
6.                 1250
7.                 1900
8.                 2700
9.                 3700
10.                5000