Tuesday, May 17, 2011

Kingdom of Camelot Wall Defenses Guide

Kingdom of Camelot Wall Defenses Guide for Caltrops

* The purpose of Caltrops is to slow the attackers at maximum range while the army and other defenses attack them at range.
* Caltrops do very little damage; they rarely kill troops alone.
* Caltrops are completely ignored by Cavalry, Supply Wagons, and Siege Engines: they move right past.
* Caltrops should be used with Archers and other range troops defending your city, or with wall-mounted crossbows.
* Caltrops are the cheapest and most efficient field defense unit for might-building.

Spiked Barriers

* Spiked Barriers stop both types of Cavalry, Siege Engines, and Supply Wagons until they are destroyed.
* Spiked Barriers do some damage and can easily wipe out Supply Wagons if they are ignored.
* Spiked Barriers are completely ignored by infantry troops: they move right past.
* Like Caltrops, Spiked Barriers work best when holding enemy attackers at range for your other troops and defenses.

Traps

* Traps are single-use defenses - they will be destroyed when they attack enemy troops.
* Traps do a lot of damage, nearly guaranteeing that the attackers will take some losses.
* Traps are very ineffecient against smart or high-level attackers. Traps are not worth the cost of the units they destroy, and a smart attacker will send in militia to trigger your traps.

Wall-Mounted Crossbows

* Crossbows are very effective defensive units and have a longer range and can do much more damage than Archers.
* Crossbows work very well with Caltrops and Spiked Barriers to hold the enemy at their long range.
* Crossbows have shorter range than Ballista and Catapults, so they are susceptible to attacks from these units.
* Crossbows are the most cost- and space-effective wall defense unit for might-building.

Kingdom of Camelot Wall Defenses Guide for Defensive Trebuchets

* Trebuchets will only attack Siege Engines and will completely ignore all other units, including supply wagons.
* Trebuchets have an enormous range and very high damage, virtually guaranteeing that it will destroy an enemy siege engine before it can get into range.
* Trebuchets are single-use defenses: they will be destroyed when they fire upon an enemy Siege Engine.

Wednesday, March 16, 2011

How to ruin a domain in Kingdoms of Camelot

A lot of players disregard this fact that by adding more than 5 friendly alliance in the Friendly list will eventually ruin the domain in the long run. WHY? Asking for help from your friendly alliances during an attack or against an attack is pretty normal. Let's say there are 500 alliances in a domain and 5 of them are your friends, and each of your friends have another 5. In the time of attack YOUR friends and friend's friend will be on your side to battle and that's a big possibility with proper diplomatic talks. WHAT IF, you have more than 5 friendly alliances? Your lonesome domain will turn into farmville, nobody wants to attack somebody because they are friends with your friend's friend and so on and so forth.

Older domains ended up like a deserted nuked island because of this, no wonder many of them have created new characters on newer domains. But the funny thing is that same imbecile players are playing on it and the stupidity just keeps rolling.

Monday, March 14, 2011

Attacking a Castle fair and square

Quick Run Down of Troop types and their basic functions:
Pikeman: Good at killing cavalry and heavy cavalry
Swordsmen: Good defense against archers
Cavalry: best used to hit targets fast, attacking castles
Heavy Cavalry: Use to take out spikes so wagons can get through
Rams: good at taking down castle defenses, but move slowly so take away element of surprise
Catapults: most deadly to castle defenses, also move very slowly
** In general 60K of Heavy cavalry will take out most targets unless they have tons of archers and pikemen.

General attack strategy: These are just guidelines to help maximize your attack while minimizing your losses, but try whatever works best for you! There are tons of ways to attack a castle. Also sometimes scouting in between waves can give you better idea of what to send in next attack wave.
1. Scout.
2. Wave 1-2 take out traps.
-if only traps present use militia men (mm) and send at least 100 more mm than # of traps
Or:
-can also use rams in place of mm, at a ratio of 1ram:10traps, plus 1-2 extra rams for good measure.
- If they have caltrops w/ traps use 3x as many mm as traps and caltrops to clear them.
3. Next wave clear spikes and crossbows. Obviously choice of troops and number depends upon target’s number of defenses and type.
If only spikes left and no x-bows:
There are 2 options to use:
1. Send in no cavalry, carts or siege weapons. Send lots of supply troops to loot
Or:
2. send in heavy cavalry or rams to take out spikes using 2x times the number of spikes present
** heavy cavalry takes out spikes with little or no losses as long as you follow ratio of 2x

To knock out x-bows:
Can use 1 cavalry to 1 x-bow or: 10 archers to 1 x-bow
Trebuchets are only activated if you send siege machines (ballista, rams, catapults) so if you send none of these, trebs will give you no trouble, and you can easily loot with them in place.
Some alliances employ whispering before an attack to assess whether their intended target is online. If someone is online the whisper goes through, otherwise it says target may be offline, not 100% fool proof, but you can use this to assist you if you like. It may also save you troops in the event that your target is online as they can get reinforced and kill every one of the troops you send at them.

Sunday, February 27, 2011

KOC Guides and Strategies Scouting, Attacking, Defending


-----------------------SCOUTING--------------------------

If you only have lvl 9 eagle eyes and wish to get a lvl 10 scouting
send a lvl 100+ knight (Your alchemy lab knight) along with the scout

note: once your alchemist reaches lvl 84 
start applying all points to combat stats until he is even with your combat knights. 
once all your researching is over, you will be able to move him down to an idle knight 
and use in scouting and attacking. 
Remember all knights assigned a position gain levels faster than idle knights. 
So move another knight into alchemist position and add all points to combat. 
continue this rotation of knights 
and your battle knights will be close to the strength 
of most of our opponents Marshalls in their castles.

----------------------ATTACKS----------------------------

RULE #1 STAY CALM
We try hard to protect our own and this game favors defence
However we cannot protect blindly as well as if we have info

Come to chat say Hey I got incoming
in the top left corner where it says lost read the guide
it will change to alert you of the attack hit view
copy and paste what is attacking you and how long till it arrives
then give us the coords of the city being attacked

--------------------Between Attacks--------------------

This game is turn based meaning every troop takes turns to attack
If your castles defences have been taken it allows the attacker
the same number of turns as your defenders. 
The turns are decided by range/speed. You want to give your troops a
a extra turn between attacks, and you can do this very easly
build 1 trap and 1 caltrop and one xbow after every hit. It takes a second to do and
will save your/our troops.

Saturday, February 19, 2011

Attack Guide

To successfully attack a player-owned city, you need to first scout the city successfully. You should start by sending a single scout, if time is not of the essence. Then, you can send how many ever you judge necessary to get in. Once you know exactly what you’re dealing with, you can begin to plan your attack. The first thing to take under consideration is the order in which the city’s defenses will be met by your armies. The following would be accurate for a city that had every type of field, wall, and army defenses.

Traps- Will be met first, you should send a wave of MM equal to the number of traps the enemy has to clear them before you send anything else, unless all you are sending is MM. Scouts can be sent on attack to knock out traps quickly if you accidentally forget to send MM first and your army would beat MM sent now, or if you are in need of quickly disabling them for a wave of cavalry.

Trebuchets- Will fire on any siege weapons sent immediately. You do not need to worry about these if you are not sending siege weapons. Rams at a rate of 1 ram to 6 trebs are the best way to clear these out, before sending any other siege weapons in.

Spikes and Caltrops- These will be met as you meet any defending army at the city. Only infantry troops will meet the caltrops, and only horsed units or units on wheels (wagons and siege) will meet the spikes. Pikes work well on caltrops, tho any infantry troop will do, and cavalry of either kind do well against the spikes. You do not need to clear spikes if you plan on sending no infantry, and likewise, you don’t have to clear spikes if you are only sending infantry.

Scouts- The quickest troops with 3000 speed, scouts will meet your army first. This is usefull when you don’t have enough scouts to successfully scout a city - you can send a small group of pikes or swords or MM to clear out the city’s scouts before trying to scout again. Any unit does well against scouts so you do not need to send anything special.

Cavalry- Have a speed of 1000 and will be the next troop type to meet your army. Pikes do well against this unit, as well as Heavy Cavalry. Pikes sent in a wave of 3 pikes to 1 horse unit should be effective in finishing off horsed units.

Heavy Cavalry- Have a speed of 750, and come in right behind Cavalry. See Cavalry for information on sending pikes to attack these units.

Pikes- 300 speed. Pikes are not heavily armored and can be easily dispensed by ranged units.

Swordsmen- 275 speed. Swords are heavily armored, and defend well against archers, but ranged units in greater numbers, or horsed units do well against these units.

Archers- 250 speed. Cavalry, Heavy Cavalry, Swords, ballistas, and archers in greater numbers are all good at ridding a city of archers.

Militia Men- 200 speed. Any unit works well against these units.

Supply Troops- 180 speed. Do not concern yourself with these units.

Supply Wagon- 150 speed.Do not concern yourself with these units.

Battering Rams- 120 speed. See catapults.

Ballistas- 100 speed. See catapults.

Catapults- 80 speed. The slow, cumbersome siege weapons can pack a punch, but using Heavy cavalry will cut them down before they can do much damage at all.

Crossbows- MM in large numbers will take out these wall defenses with high losses. Archers are more effective than MM, but also suffer heavy losses, sending in swords and archers mixed will lessen the losses. Cavalry and Heavy Cavalry work well, and sending in HC with Cavalry will minimize your HC losses.

Tuesday, February 1, 2011

Kingdom of Camelot Cheats and Tools

Are you looking for free gems, tokens, woods, ores, golds, stones for Kingdom of Camelot? Do you want power tools, KOC tools or other tools to help you build your kingdom faster and mightier? Before I start, Kingdom of Camelot is a free browser MMORPG for facebook, this game is not as popular as cityville or Farmville. But because of the excitement and thrilling experience that it could bring to a KOC player (especially to veteran gamers of MMORPG) many of them are looking for this cheat or let’s say hack tools.

My answer is yes I can help you find and get these power tools, but my question is do you really need to do it? Do you really want an easy and FREE game to become as easy as possible for you to play? I mean come on my Lord, look yourself in the mirror and ask. Am I really this pathetic to use this kind of KOC tools?

Sunday, January 30, 2011

KOC power attack tool

Same as the original Kingdoms of Camelot Attack (KoC Attack) script from niknah, but with extra features such as auto-helping alliance members and adding multi-wave wilderness attacks in bulk! This script works best when used together with both KoC Power Tools and KoC Toolkit.
Version: 0.7.6

This is an upgraded version of the Kingdoms of Camelot Attack helper that was published on userscripts by niknah. His original script is located here:

This version of the KOCAttack script has a number of extra features, however:

* Ability to add multi-wave wilderness attacks in bulk from rally point, as well as enhanced support for multi-wave wilderness attacks, across the board.

* Can automatically log you back into the game if the domain goes down for maintenance.

* Automatically help alliance members with building and researching (clicks the links for you!)

* Automatically hide all of the build/research requests and reports that constantly clutter alliance chat.

* Automatically clicks the "Share to Wall" and "Publish" button (including setting the privacy) when speeding up, building, or researching something

* Can automatically hide the "Invite Friends" popup and tab button for you, if you so desire.

* See all attacks in list on map, not just current attacks.

* Only launch attacks from city they were first launched from.

* Various bug fixes.

Download

Saturday, January 29, 2011

How not to get farmed on Kingdom of Camelot

You will be scouted and attacked. This game is designed for such things. It is a basic struggle for supply and demand. The key is you do not want to be the supply to someone else's demands. If they do not get much from you or you make it painful for them, they will not continue to attack you.

A) So that attackers do not get too much

1) upgrade your storehouse!! This may be the single most important tip to safeguarding your goodies. Get your storehouse level to at least 5 or 6. This will protect five to six hundred thousand of each product.

2) Research Shrinking Powder. When you research this to level five, you will increase your storage capacity in the store house by fifty percent!!! A level 5 storehouse and level 5 Shrinking Powder will hold 750,000 of each commodity.

3) Keep your taxes low, low, low! Only tax enough to maintain your knights. When you need cash, go to castle screen and click "get more gold." You will levy your population for the gold you need for research. Your happiness will drop temporarily but, you won't have a pot of gold to tempt an attacker.

4) Hide your resources in your wilds. This is my least favorite recommendation since it can lead to a false sense of security. You move your resources to a wild or plain that you own. My recommendation is you get a level 4 plain or higher for this technique. No one looks at plains when attacking someone. Everyone looks for wilds that they own when attacking. Hide your resources in a plain. If you hide them in an owned wild, you will run the greater risk of detection and loss. You hide resources in your plains or wilds by having troops reinforce that location and take the goods you wish to hide. Again, this is my least favorite but it can be useful if used wisely.

B) Make it Painful

1) It is recommended not to defend your city with troops early on. They are easily killed as the attacker has the advantage. Instead go to your castle screen and select "hide in sanctuary". Your troops will appreciate the respite and you will maintain that might you have worked so hard to build. Later, you can select to defend your castle when you have wall defenses to support your troops.

2) Upgrade your walls. The higher the wall is the better.

3) Build wall defense. You will need to research various technologies to be able to build strong wall defenses.
If you do these things, you can sit back and watch your attackers roll through your town, stop by the gift shop and sigh as they leave empty handed. You can then send them a thank-you note for stopping by.

II) When Attacked

Attacks are part of this game and will start coming more frequently now that cities have troops to feed and blacksmiths to pay. As an Alliance, we will strive to quell multiple attacks from the same person and alliances. You, as part of this alliance must also play your part. So, without further delay contact one of the officers.

Thursday, January 27, 2011

How to attack Barbarians in Kingdom of Camelot

We need to play smart if we want to stay Top 10.

Barbarian camp attack levels
Level 1 - 500 Archers + level 1 fletching
Level 2 - 1000 Archers + level 2 fletching
Level 3 - 2600 Archers + level 3 fletching
Level 4 - 6000 Archers + level 4 fletching
Level 5 - 15,000 Archers + level 5 fletching
Level 6 - 27,000 Archers + level 6 fletching
Level 7 - 55,000 Archers + level 7 fletching

It is best to have the same level Healing potions as Fletching for both barb camps and wilds.


Wilderness
to conquer the best way is to send

Level 1 50 Archers, Lv1+ Fletching

Level 2 First wave: 5 Militiamen (MM)
Second wave: 100 Archers, Lv2+ Fletching

Level 3 First wave: 10 MM
Second wave: 260 Archers, Lv3+ Fletching

Level 4 First wave: 20 MM
Second wave:650 Archers, Lv4+ Fletching

Level 5 First wave: 50 MM
Second wave: 1800 Archers, Lv5+ Fletching

Level 6 First wave: 100 MM
Second wave: 5500 Archers, Lv6+ Fletching

Level 7 First wave: 150 MM
Second wave:16200 Archers, Lv7+ Fletching

Level 8 First wave: 300 MM
Second wave: 48600 Archers, Lv8+ Fletching

*NOTE: It is not possible to take Lv9 or 10 with out losses, no matter what you send!

Level 9 First wave: none
Second wave: 50000 Archers, Lv9+ Fletching (2100 archer loss)

Level 10 First wave: none
Second wave: 90000 Archers, Lv9+ Fletching (3600 archer loss)

Important builds for KOC

1. Embassy should be at least lvl5 this allows other alliance members to reinforce you if you come under attack.

2. Watch tower this will allow you to see what kind of attacks are coming at you. You will eventually want to get them to level 10 but build them up as high as you can before you come out of mists.

3. Storehouses these should be built up as high as you can as well these will help you protect your resources from being stolen during attacks.

4. You should only need 9 cottages in your city to complete all the quests for growing
5. You need a minimum of 9 barracks more are recommended however!

6. Eagle eyes research is a must without it you will not be able to see incoming attacks or get information from your scouting reports.

7. Fletching is a must to have the strongest army you can possibly have as it will make your army as accurate as they can possibly be.

8. Magical mapping will help your troops move faster throughout the realm this is a research that is not as important as 6 and 7.

Thursday, January 20, 2011

Defense in Kingdoms of Camelot

In Kingdoms of Camelot, the defenders have several advantages over the attacker. The following information will provide you the information on how to be an effective defender for yourself and the alliance.

Defensive Tactics
There are two aspects of playing defense in this game. One, make it too expensive for the attacker to keep attacking you. Two, make it not worth the effort for the attacker to keep attacking you. If you can accomplish both aspects of defense, then the attacker will stop coming back to you.

To make it too expensive for the attacker to keep attacking you, you need to put all of your resources and troops into one city. This will allow you to use ALL of your troops to defend while the attacker can only send a maximum of 125k troops. You will have the numerical advantage of defeating the incoming attacks. In addition to using all of your troops, the wall mounted crossbows will also help with killing the incoming troops. Having only one city to defend will also make it easier for the rest of the alliance to reinforce you. The alliance can strengthen your one city to resist even multiple wave attacks. Again, pick one city and turn it into a fortress.

The second aspect of not making it worthwhile for the attacker to keep attacking can be accomplished by having zero or next to zero resources. Use up all of your resources by training troops, building and upgrading your city, and building more wall defenses. Any remaining resources can be given to other alliance members or sent to your main city. If you have a storehouse, which is not recommended, then maximize the level to hide any remaining resources. When the attacker gains nothing or next to nothing, he will look for other cities to attack.

Executing both aspects will allow you to grow in might, keep your troops alive, and weaken your enemy at the same time.


Defensive Teamwork
Defensive Teamwork isn’t just about reinforcing other alliance members. Reinforcing is a big part, but It’s also about detecting and coordinating defense with other online alliance members. Defensive teamwork will have a lookout and a coordinator. The job of the lookout is to continuously watch the alliance report for any scouting and attacks on other alliance members. It’s best to have two lookouts, so that they can switch off and take care of their own barb farming and cities. The job of the coordinator is to coordinate the defenses of the alliance. He will tell who can reinforce who and with what type of troops. Don’t expect the coordinator to be Superman and save everybody. In times of war, the entire alliance will be targeted and he will prioritize the defense to cause maximum damage to the attackers.


City Buildings to help Defensive Teamwork
There are two buildings critical for defensive teamwork: Embassy and Relief Station. The Embassy will garrison any reinforcements from other alliance members so it is best to maximize the embassy. A level 9 embassy can hold up to 900K of troops while a level 10 embassy can hold up to 1 million troops. A city with that much reinforcements will not fall so it would be for your own benefit that you maximize the Embassy. Keep in mind that the city being reinforced is also responsible for feeding all of the troops. So make sure you have plenty of food or plenty of incoming food.

The relief station will help shorten the travel time to reinforce another player. A level 9 relief station will make the troops move 5.5 times their normal speed and a level 10 relief station will make the troops move 6 times their normal speed. The faster your troops can reinforce other players, the better your chances of catching and wiping out the incoming army. Also, you can reinforce an alliance member over 100 map tiles away in 15 minutes or less. For the benefit of the alliance and the person you’re reinforcing, maximize the relief station. Make sure that you send food with your reinforcements. Not everybody have a lot of food in their cities to sustain several 100K of reinforcements especially the cavalry and “bottomless stomach” heavy cavalry. It would truly suck to lose troops to starvation after you killed off the incoming army.


Requesting Reinforcements
When you have incoming attacks, don't just say "I'm under attack". The first thing you need to do is see what kind of incoming attack you have. If you determine that you can't handle the incoming attack or doubt you can win, then provide the following information:

The coordinates of the city under attack
The amount of time before the attack hits the city
The number and type of troops attacking the city

These information will allow us to send you the reinforcements needed to defeat the attack. If you don't get reinforcements before the attack hits, then hide your troops. It's better to preserve your troops so you can fight another day.


Sending Reinforcements
Archers and pikemen are the two types of troops that you should send as reinforcements. They are the two best defensive troops in the game. Archers can kill any infantry and pikemen will kill any horsemen. So when you reinforce somebody, send 90k of archers and 90k of pikemen. Never mix and match different types of troops into a single wave, always send the maximum number of archers or pikemen in different waves

City Walls for Defense
Wall-mounted crossbows is required for all wall defenses. Everything else will help the wall-mounted crossbows be more effective. The very first thing to do with the city walls is to maximize the wall-mounted crossbows. A level 9 wall can hold up to 11,250 Wall-mounted crossbows and a level 10 wall can hold up to 13,750 wall-mounted crossbows.

To make the wall-mounted crossbows more effective, you need both caltrops and spikes.
Caltrops and spikes will slow down the incoming army at maximum range which will give the wall-mounted crossbows more chances to kill the incoming army. Caltrops will only slow down infantry while spikes will only slow down cavalry, heavy cavalry, and siege weapons. The best ratio for caltrops to spikes is 4:1. All armies have more infantry than cavalry.

Don’t bother with traps or trebuchets. A smart player will send a wave of militiamen to trigger the traps so it isn’t worth the resources or time to build them. Trebuchets will give the attacker a chance to clear out caltrops and spikes with little or no losses and will give the attacker a chance to clear the wall-mounted crossbows with minimal losses with the following attack waves.

Monday, January 10, 2011

Kingdom of Camelot (KOC) Attack Guide

This is the upkeep of each type of troop and the might you receive per one.

1 Supply Troop= 2 food upkeep per hour and 1 might
1 Militiaman= 3 food upkeep per hour and 1 might
1 Scout= 5 food upkeep per hour and 2 might
1 Pikeman= 6 food upkeep per hour and 2 might
1 Swordsman= 7 food upkeep per hour and 3 might
1 Archer= 9 food upkeep per hour and 4 might
1 Cavalry= 18 food upkeep per hour and 5 might
1 Heavy Cavalry= 35 food upkeep per hour and 7 might
1 Supply Wagon= 10 food upkeep per hour and 6 might
1 Ballista= 50 food upkeep per hour and 9 might
1 Battering Ram= 100 food upkeep per hour and 9 might
1 Catapult= 250 food upkeep per hour and 10 might


Wall and Field defenses as it stands at the moment do not have any food upkeep.

Crossbows - 4 might
Trebuchet - 7 might
Traps - 3 might
Caltrops - 1 might
Spikes - 2 might




ATTACKING WILDS/PLAINS updated June 1, 2010

When taking a wild or a plain you should always do it in 2 waves to minimize troop loss. Wave 1 will consist of Militiamen to remove traps as they can be brutal on your main army and they kill archers very easily. Wave 2 will consist of your main army (mostly archers) to take the wild/plain.

These 2 waves need to be sent within ONE MINUTE of each other so that the traps removed by wave 1 don’t regenerate before your main army (wave 2) gets there.

WAVE 1:
Level 1 wild: send 0 Militiamen
Level 2 wild: send 5 Militiamen
Level 3 wild: send 10 Militiamen
Level 4 wild: send 20 Militiamen
Level 5 wild: send 50 Militiamen
Level 6 wild: send 100 Militiamen
Level 7 wild: send 150 Militiamen
Level 8 wild: send 300 Militiamen+ 1 Ballista
Level 9 wild: send 600 Militiamen + 1 Ballista
Level 10 wild: send 1200 Militiamen + ballista

WAVE 2: (always include 1 Militiaman so the speed matches wave 1)
Level 1 wild: send 0 Militiamen, 50 Archers
Level 2 wild: send 1 Militiamen, 250 Archers
Level 3 wild: send 1 Militiamen, 500 Archers
Level 4 wild: send 1 Militiamen, 1000 Archers
Level 5 wild: send 1 Militiamen, 2500 Archers
Level 6 wild: send 1 Militiamen, 5k Archers
Level 7 wild: send 1 Militiamen, 15k Archers
Level 8 wild: send 1 Militiamen, 40k Archers, 1k ballista, 85+ knight, level 9 fletching
Level 9 wild: send 1 Militiamen, 60k Archers, 2k Ballista, 85+ knight, level 9 fletching
Level 10 wild: send 1 Militiamen, 75k Archers, 3k ballista Pike, 85+ knight, level 9 fletching

Monday, January 3, 2011

Best City Build

6 level 9 cottages.
1 embassy
1 knights hall
1 alchemy lab
1 stable
1 blacksmith shop
1 workshop
1 rally point
1 watch tower
1 relief station
1 storehouse