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.
Kingdom of Camelot Guides and Strategies
Tuesday, May 17, 2011
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.
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.
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.
Subscribe to:
Posts (Atom)