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.
Wednesday, March 16, 2011
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.
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.
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.
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