TR FOR THOSE WITH EXPERIENCE
So u have the basics down, read this. Confusing a bit for blondes like me, but its the step up from the basics i sent earlier. If you can get your head round it... good job! If not, remember defense kicks ass!!
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1. Longest range ALWAYS fires first. Doesn’t matter if you are attacker or defender. In battle, you will fire at the first thing in your range (more in #3 below).
2. Always send rams with your cats/bals if you have the range advantage. They will be in range before your bals/cats (since they have faster speed) and will take hits while your cats/bals bombard their siege or archers.
3. This is the battle priority that KoC uses (what gets attacked first to last): catapults, ballista, archers, scout, cavalry, hc, pike, militia, sword, ram. However, the first thing in range will get attacked, so if their rams get in range before their cats, you will fire at the rams (assumes you are out ranged).
4. Combat speed take affect AFTER the first shot is fired. So if the longest range (see #1) and we are 3500 away, then all troops move at their own speeds from that point forward.
5. To defeat big range, use number 3 above… scouts are targeted BEFORE cav and hc. So, have lots of them and let you cav and HC clean up the mess. Freddy didn’t listen to me and lost 900k cats (and a crap load of bals) to 200k bals and 50k rams.
6. Best TR cards to use, in order: Range, Defense, Life, Speed, Accuracy. Range speaks for itself. Defense and Life are important due to the calculation that KoC uses to determine kills. The calculation is:
(life_of_attacked) / (attack_of_attacker – defense_of_attacked)
So, the higher life and defense I have, the more it takes to kill me. Duh, right? Add in some attack debuff and this gets better. Speed closes the distance between you and opponent quicker, and helps if you are outranged. If you have the range advantage, DO NOT USE speed buff. Use speed debuff. Keep the distance farther away if you have range advantage. Accuracy, contrary to what some people think, does NOT increase range. It increases the effectiveness of your troops in battle. To be more specific, each troop type has an accuracy value for every other troop type. So, if I attack cav with archers, the accuracy is 0.6 (or 60%) for my archers to hit those cav. So if I send 100K archers, it is actually like sending 60k archers. Sucks, right? Add accuracy to your stats and you send “more”. Since I advocate using cav/scouts to beat people back, TR items that include horse defense, horse speed, etc. are valuable to have. If you have killer range, TR cards that have ranged anything, siege anything, etc. are great to have.
7. You can make a troop type, HC specifically, impossible to kill by other troop types. When you take the calculation formula above (life / attack – defense), you get a value that can be negative or positive (less than zero, greater than zero). If it is greater than zero, that is how many of a troop type that it takes to kill 1 of your troop type. So, if I get 0.55 for that value, one of theirs kills one of yours. If I get 1.33, it takes 2 of theirs to kill one of yours as there are no partial attacks (can’t have .33 of a troop). If that value is negative, they can’t hurt you. I tested the sim with HC with defense of +800, after debuffs, 50% life, and -200% attack debuff, and I killed 1M archers with 200k HC with no loses on my end. It is possible. It will work. HC with defense around 3000% (max is 4000%) would not be hurt by anything other than cats. Think about that. But, it is important to point out that with enough attack buffs, the attacking archers (or whatever) can overcome this disadvantage (attack capped at +800%, btw) so having attack debuff is essential here. I have 1400% defense and -207% attack debuff when I do this.
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1. Longest range ALWAYS fires first. Doesn’t matter if you are attacker or defender. In battle, you will fire at the first thing in your range (more in #3 below).
2. Always send rams with your cats/bals if you have the range advantage. They will be in range before your bals/cats (since they have faster speed) and will take hits while your cats/bals bombard their siege or archers.
3. This is the battle priority that KoC uses (what gets attacked first to last): catapults, ballista, archers, scout, cavalry, hc, pike, militia, sword, ram. However, the first thing in range will get attacked, so if their rams get in range before their cats, you will fire at the rams (assumes you are out ranged).
4. Combat speed take affect AFTER the first shot is fired. So if the longest range (see #1) and we are 3500 away, then all troops move at their own speeds from that point forward.
5. To defeat big range, use number 3 above… scouts are targeted BEFORE cav and hc. So, have lots of them and let you cav and HC clean up the mess. Freddy didn’t listen to me and lost 900k cats (and a crap load of bals) to 200k bals and 50k rams.
6. Best TR cards to use, in order: Range, Defense, Life, Speed, Accuracy. Range speaks for itself. Defense and Life are important due to the calculation that KoC uses to determine kills. The calculation is:
(life_of_attacked) / (attack_of_attacker – defense_of_attacked)
So, the higher life and defense I have, the more it takes to kill me. Duh, right? Add in some attack debuff and this gets better. Speed closes the distance between you and opponent quicker, and helps if you are outranged. If you have the range advantage, DO NOT USE speed buff. Use speed debuff. Keep the distance farther away if you have range advantage. Accuracy, contrary to what some people think, does NOT increase range. It increases the effectiveness of your troops in battle. To be more specific, each troop type has an accuracy value for every other troop type. So, if I attack cav with archers, the accuracy is 0.6 (or 60%) for my archers to hit those cav. So if I send 100K archers, it is actually like sending 60k archers. Sucks, right? Add accuracy to your stats and you send “more”. Since I advocate using cav/scouts to beat people back, TR items that include horse defense, horse speed, etc. are valuable to have. If you have killer range, TR cards that have ranged anything, siege anything, etc. are great to have.
7. You can make a troop type, HC specifically, impossible to kill by other troop types. When you take the calculation formula above (life / attack – defense), you get a value that can be negative or positive (less than zero, greater than zero). If it is greater than zero, that is how many of a troop type that it takes to kill 1 of your troop type. So, if I get 0.55 for that value, one of theirs kills one of yours. If I get 1.33, it takes 2 of theirs to kill one of yours as there are no partial attacks (can’t have .33 of a troop). If that value is negative, they can’t hurt you. I tested the sim with HC with defense of +800, after debuffs, 50% life, and -200% attack debuff, and I killed 1M archers with 200k HC with no loses on my end. It is possible. It will work. HC with defense around 3000% (max is 4000%) would not be hurt by anything other than cats. Think about that. But, it is important to point out that with enough attack buffs, the attacking archers (or whatever) can overcome this disadvantage (attack capped at +800%, btw) so having attack debuff is essential here. I have 1400% defense and -207% attack debuff when I do this.