War Guide
3pikemen kill 1 heavy cavalry
2 pikemen kill 1 cavalry
1 scout destroys 4 caltrops
1 militia klls 1 trap, as do most units, except siege engines.
1 ballista kill 5 traps and rams kill 10 traps.
1 swordsmen kills 2 archers
4 swordsmen kill 1 wall-mounted crossbow, but send a 1:4 ratio of pikemen:swords when going against crossbows, the pikemen will draw the fire of the crossbows while the swords rush in and destroy the crossbows
when hitting a wall that has ONLY wall mounted crossbows with heavy cavalry send 10k scouts with them. the scouts draw the fire. 2 heavy cavalry destroy 1 crossbow
1 catapult kills about 4 crossbows
1 ram kills 3 crossbows
The best defense is a layered defense.
When the bad guys show up they will attack the first thing that comes to them. That means the fastest troops will be the first to fight.
The fastest troop is the scout. Followed by the regular Calvary, after them heavy cavalry, then pike, then sword, and archers.
Now because scouts have no attack and no defense they are quick to die. Calvary is not much better when it comes to attacking or defending but they are a help if you know how to use them.
The reason why the layer defense works so well is as follows…
The bad guys come running at you and your troops run at them… the first thing that the bad guys run into is your scouts (cuz they ran the fastest)… they attack your scouts and kill them… you then attack with your ranged troops (archers and balli) and your Xbows… The bad guys lose a bunch of troops and move forward.. then then run into your Calvary and kill them you now get a second round to attack with your ranged troops and Xbows.. if u have any field defenses then you would have gotten even one more round of attacks before the bad guys reach your walls or archers.
Now it does not matter if you have 1 scout or 5000 scouts running out to stop the bad guys… the result is the same… the bad guys have to stop and kill all the scouts before they can advance and kill your walls… the following is used to take out maximum troops with the fewest losses as possible.
If u see an attack coming pull all your scouts and reg Calvary from that city EXCEPT 1 of each… move these extra scouts and horses to your closest city not under attack…as soon as the first wave has hit your city return 1 of each (scout and Calvary) back to that city so you are ready for the next wave of bad guys.
By doing this it does few things for ya.
1- By having a scout running out to meet the bad guys it gives your archers a free round of attacks. The Calvary also gives you a free round of attacks… (Okay not free each round cost you troops but they are cheap troops)
2- Scouts are fast and run along ways thus pushing the battle further away from your city and if they sent slower troops at you then your archers will get extra rounds of attacks as their men try and make the long distance to your city.
3- By removing all but 1 scout and 1 Calvary from your city you have limited your losses to next to nothing and maximized your killing ability
Supply Troops
You need them until you can build supply wagons, after than they are useless, slow and not worth having
MM
They are just about useless. They are slow and eat a lot. Scouts cost more than MM but MM eat more. I have known player that use MM to take out traps…BUT once you have a good army of all troops, let me know I will teach you how to use MM the way that the top players are using them. Once you get all other troops up start to train MM only, gonna have to farm some cities and get resources. In due time I will show you if you show your loyal….
Scouts
They are used to look at other cities and most already know this but they are also good at other things as well. If someone is scouting you the only way to stop them and kill their scouts is you are defending with more scouts than them.
I also use scouts for 2 other things. First I use scouts to take out traps. 1 scout per trap, now you can use MM or Supply troops or any other troops you have to take out traps but the scouts are faster than anything else and you can send your main attacking right away… I hate telling the bad guys I am coming and give them extra time.
The other thing I use scouts for is defense.. keep 1 in any city your are defending.
Pike
A great layering unit something every defending city should have. They are best against regular calvary but with enough of them can also stop HC. Pike have a 2 death 1 kill with cavalry and a 3 death per 1 kill for heavy calvary. When you scout someone and your scouts die this is the best unit to use to kill scouts. They can kill a crap ton of scouts without losing many if any troops. But not only will they kill all the scouts the next unit that will run out and say hi to them (after the scouts are dead) is the regular Calvary… and nothing kills regular Calvary better than pike. If I am attacking in the blind (they killed my scouts) I will send 5k pike in… now if they have traps and what not I will take them out with the pike and other field defenses… but once they are gone 5k pike will kill all of there scouts and now u can send a scout in and see what u are up against.
Archer
Bang for the dollar this is the best unit made. It is pretty good on attacks and also a great defender. You can barb with them. The Archer is the work horse of this game. Although other units can carry more or are faster or have me defense or more attack. The archer is the most well rounded of all troops. As long as you have other troops to stand in front of your archers they are a great defense….WITH RANGE.
When attacking a player with millions of troops nothing will kill everything in 1 wave. But 100k archers marching in on a layered defense will still kill about 40k or there archers. If you and the rest of the alliance can send 60 waves at a player that will take out about 2.4 million archers (if the bad guy had that many) I like to send 10% swords and 90% archers.. the swords are a little faster and have better defense than the archer and will help the archers get off more shots and kill more (even though the swords will kill nothing). When barbing with Archers I attack level 4-7 with archers. the ratio of how many archers to send per level changes are your researches go up.
Swordsman
Swords have good defense and are faster than Archers but are not fast enough. If you send 100k swords against 100k archers every sword would be dead before the swords can reach the archers. I use some swords with my archers (see above) and I keep them in my cities I am defending in as they are 1 more layer to defend with. If the guy you are attacking is not defending and just has Xbows to take out you can use swords to take the Xbows out. You need to send a minimum of 3 swords per Xbow
Calvary
This is a great unit but it has its weakness. It is fast and can carry a lot. They are great for long range raids. They are also a great barbing unit, Also keep 1 in every city you are defending.
Heavy Calvary
This is a great unit. They take a long time to build and they eat a lot but WOW they can do some damage against the bad guys. If the guy did not layer his defense and all you are facing is 250k archers… just send in the HC and 100k HC will kill off all of the archers. the defense for this is a good layered defense. With 200k Pike and 400k archers the HC will run into the pike (kill like 20-30k pike) and then just die with all the archers hitting them. Get rid of the pike and the 100k HC will kill off about 310k archers.
When I send in the HC I like to send regular Calvary with then in the ratio of 10% regs and 90% HC. The regs will hit the spiked defense first and take them out, the Xbows and archers will take out the the regs. Then the HC run up and kill the Xbows and archers. this way you will lose less HC. I have also been told archers and HC are a deadly combo.
Supply Wagons
You need them (enough said)
Balli
The best defense unit in the game, as long as you have a layered defense. Like the archers they are great at killing from a distance but do not like melee type units in there face. Calvary or HC will take them out if they get close enough. As long as you have other troops ready to run out and say hi the balli will chew up the bad guys. The Balli has a couple of things that hurt it. 1- it is slow.. although they will kill a lot of troops if you attack with them it takes a very long time for them to get there and unless the guy is close most likely by the time the balli arrive you will be facing a fully reinforced city. 2- they are PIGS they eat a crap load of food and unless you are a barbing master it will be hard for you to keep them up without running out of food.
Before you send your main attack wave at someone, first take the time to clear the wall and field defenses to minimize losses.
Traps; send 1 militia for each trap
TRAPS -If the opponent has a lot of traps, send waves of 1 scout and 1 of the slowest troop of your main attack wave.
Example: Target has 2000 traps Your main attack wave is 10,000 militia and 20,000 swordsmen since your militia are the slowest in that main wave, send waves of 1 scout and 1 militia to clear the traps. Each wave clears half of the traps. After one wave of 1 scout 1 militia, 1000 traps will remain After two waves, 500 will remain etc..
When most of the traps are cleared, with maybe around 100 remaining, you can then send your main wave in with minimal losses.
Note: Some have suggested that sending in 1 scout 1 militia and 1 third troop could clear more than half the traps each time, so feel free to try that. If this is too confusing just stick to a 1/1 wave.
2)Caltrops; if there are Xbows present send 2 militia or 1 pikeman per caltrop
or
2a)Caltrops; if there are no Xbows 1 pike takes out 100 caltrops
CALTROPS -There are two scenarios for caltrops, either the opponent has caltrops and no crossbows, or both caltrops and crossbows. If there are crossbows present, you can send 2 militia for every caltrop to clear them all. If there are no crossbows, then you don't need to send that many troops to clear them.
Example 1: Target has 2000 crossbows and 2000 caltrops
Sending in 4000 militia will clear all his caltrops
Example 2: Target has 2000 caltrops and no crossbows
Sending in 2000 militia can clear the caltrops. Less militia can most likely be sent to clear the caltrops, but exact number is unknown.
3) Xbows: Only when field defenses are cleared should you attempt to take the xbows, send at least 3x the amount of pikes to xbows and the same amount of swords. Example, if there are 1000 xbows send 3k Pikeman and 3k swords as a minimum.. this is the bare minimum to Send, it is always better to send as many as possible. Be prepared to lose approximately 1.5 pike per xbow or
3a) If there defending troops the above will not work as you will need to take them before you reach the xbows.. What you need to send depends on what troops are defending, if in any doubt feel free to post the scout report into chat and ask for advise.
CROSSBOWS -The best way to take out crossbows is with a pure swordsmen army, or if you don't feel you have enough, you can send both swordsmen and militia. Sending archers to take out crossbows is not recommended.
Example: Target has 2000 crossbows If you send 5000 militia and 5000 swordsmen, you will most likely clear those crossbows. Of course, it would be in your best interest to send more, so that your losses will be minimized. Remember, no archers, or you will lose 2 for every crossbow there.
4)Spikes: Take the spike after you have cleared all field and wall defenses. Send 1Heavy Cav for every 100 Spikes
SPIKED BARRIER -If the player has a lot of spiked barriers, do not send cavalry, heavy cavalry, supply wagons, ballistae, rams, or catapults, because they will get killed.
Example: Target has 2000 Spiked Barriers If you only send infantry and none of the troops listed above, the spikes will not hurt you, and you can just walk past them.
Note: if you really want to get rid of them, you need to send a lot of cavalry at them, at a ratio of maybe 5 to 1 for every spike there.
5)Trebs: If you want to remove trebs from the defending, then you can send the Battering Rams, they will destroy 5 trebs per Ram.
TREBUCHETS -trebuchets will only attack siege units (ballistas, rams, and catapults), so if the player has a lot of them, just don't send siege
Example: Target has 2000 Trebuchets You can send infantry, cavalry, and supply wagons without taking damage from the trebs.
6)Loot: Now all defenses have been cleared its time for payday.. send in the Supply Wagons, 106 Supply Wagons with a lvl 9 feather will carry 1,000,000 in loot
You can send all the above waves out at once but make sure they hit at least 30s apart as it takes the game a little while to update sometimes, also to ensure all of these arrive in order and one wave doesn’t overtake another add 1 mili to each wave, they are the slowest troop type and will slow all waves to the same speed.
Also be aware that if you send siege such as Ballistas Battering Rams or Catapults they
will slow your main forces down even further so faction that in to attack times.
2 pikemen kill 1 cavalry
1 scout destroys 4 caltrops
1 militia klls 1 trap, as do most units, except siege engines.
1 ballista kill 5 traps and rams kill 10 traps.
1 swordsmen kills 2 archers
4 swordsmen kill 1 wall-mounted crossbow, but send a 1:4 ratio of pikemen:swords when going against crossbows, the pikemen will draw the fire of the crossbows while the swords rush in and destroy the crossbows
when hitting a wall that has ONLY wall mounted crossbows with heavy cavalry send 10k scouts with them. the scouts draw the fire. 2 heavy cavalry destroy 1 crossbow
1 catapult kills about 4 crossbows
1 ram kills 3 crossbows
The best defense is a layered defense.
When the bad guys show up they will attack the first thing that comes to them. That means the fastest troops will be the first to fight.
The fastest troop is the scout. Followed by the regular Calvary, after them heavy cavalry, then pike, then sword, and archers.
Now because scouts have no attack and no defense they are quick to die. Calvary is not much better when it comes to attacking or defending but they are a help if you know how to use them.
The reason why the layer defense works so well is as follows…
The bad guys come running at you and your troops run at them… the first thing that the bad guys run into is your scouts (cuz they ran the fastest)… they attack your scouts and kill them… you then attack with your ranged troops (archers and balli) and your Xbows… The bad guys lose a bunch of troops and move forward.. then then run into your Calvary and kill them you now get a second round to attack with your ranged troops and Xbows.. if u have any field defenses then you would have gotten even one more round of attacks before the bad guys reach your walls or archers.
Now it does not matter if you have 1 scout or 5000 scouts running out to stop the bad guys… the result is the same… the bad guys have to stop and kill all the scouts before they can advance and kill your walls… the following is used to take out maximum troops with the fewest losses as possible.
If u see an attack coming pull all your scouts and reg Calvary from that city EXCEPT 1 of each… move these extra scouts and horses to your closest city not under attack…as soon as the first wave has hit your city return 1 of each (scout and Calvary) back to that city so you are ready for the next wave of bad guys.
By doing this it does few things for ya.
1- By having a scout running out to meet the bad guys it gives your archers a free round of attacks. The Calvary also gives you a free round of attacks… (Okay not free each round cost you troops but they are cheap troops)
2- Scouts are fast and run along ways thus pushing the battle further away from your city and if they sent slower troops at you then your archers will get extra rounds of attacks as their men try and make the long distance to your city.
3- By removing all but 1 scout and 1 Calvary from your city you have limited your losses to next to nothing and maximized your killing ability
Supply Troops
You need them until you can build supply wagons, after than they are useless, slow and not worth having
MM
They are just about useless. They are slow and eat a lot. Scouts cost more than MM but MM eat more. I have known player that use MM to take out traps…BUT once you have a good army of all troops, let me know I will teach you how to use MM the way that the top players are using them. Once you get all other troops up start to train MM only, gonna have to farm some cities and get resources. In due time I will show you if you show your loyal….
Scouts
They are used to look at other cities and most already know this but they are also good at other things as well. If someone is scouting you the only way to stop them and kill their scouts is you are defending with more scouts than them.
I also use scouts for 2 other things. First I use scouts to take out traps. 1 scout per trap, now you can use MM or Supply troops or any other troops you have to take out traps but the scouts are faster than anything else and you can send your main attacking right away… I hate telling the bad guys I am coming and give them extra time.
The other thing I use scouts for is defense.. keep 1 in any city your are defending.
Pike
A great layering unit something every defending city should have. They are best against regular calvary but with enough of them can also stop HC. Pike have a 2 death 1 kill with cavalry and a 3 death per 1 kill for heavy calvary. When you scout someone and your scouts die this is the best unit to use to kill scouts. They can kill a crap ton of scouts without losing many if any troops. But not only will they kill all the scouts the next unit that will run out and say hi to them (after the scouts are dead) is the regular Calvary… and nothing kills regular Calvary better than pike. If I am attacking in the blind (they killed my scouts) I will send 5k pike in… now if they have traps and what not I will take them out with the pike and other field defenses… but once they are gone 5k pike will kill all of there scouts and now u can send a scout in and see what u are up against.
Archer
Bang for the dollar this is the best unit made. It is pretty good on attacks and also a great defender. You can barb with them. The Archer is the work horse of this game. Although other units can carry more or are faster or have me defense or more attack. The archer is the most well rounded of all troops. As long as you have other troops to stand in front of your archers they are a great defense….WITH RANGE.
When attacking a player with millions of troops nothing will kill everything in 1 wave. But 100k archers marching in on a layered defense will still kill about 40k or there archers. If you and the rest of the alliance can send 60 waves at a player that will take out about 2.4 million archers (if the bad guy had that many) I like to send 10% swords and 90% archers.. the swords are a little faster and have better defense than the archer and will help the archers get off more shots and kill more (even though the swords will kill nothing). When barbing with Archers I attack level 4-7 with archers. the ratio of how many archers to send per level changes are your researches go up.
Swordsman
Swords have good defense and are faster than Archers but are not fast enough. If you send 100k swords against 100k archers every sword would be dead before the swords can reach the archers. I use some swords with my archers (see above) and I keep them in my cities I am defending in as they are 1 more layer to defend with. If the guy you are attacking is not defending and just has Xbows to take out you can use swords to take the Xbows out. You need to send a minimum of 3 swords per Xbow
Calvary
This is a great unit but it has its weakness. It is fast and can carry a lot. They are great for long range raids. They are also a great barbing unit, Also keep 1 in every city you are defending.
Heavy Calvary
This is a great unit. They take a long time to build and they eat a lot but WOW they can do some damage against the bad guys. If the guy did not layer his defense and all you are facing is 250k archers… just send in the HC and 100k HC will kill off all of the archers. the defense for this is a good layered defense. With 200k Pike and 400k archers the HC will run into the pike (kill like 20-30k pike) and then just die with all the archers hitting them. Get rid of the pike and the 100k HC will kill off about 310k archers.
When I send in the HC I like to send regular Calvary with then in the ratio of 10% regs and 90% HC. The regs will hit the spiked defense first and take them out, the Xbows and archers will take out the the regs. Then the HC run up and kill the Xbows and archers. this way you will lose less HC. I have also been told archers and HC are a deadly combo.
Supply Wagons
You need them (enough said)
Balli
The best defense unit in the game, as long as you have a layered defense. Like the archers they are great at killing from a distance but do not like melee type units in there face. Calvary or HC will take them out if they get close enough. As long as you have other troops ready to run out and say hi the balli will chew up the bad guys. The Balli has a couple of things that hurt it. 1- it is slow.. although they will kill a lot of troops if you attack with them it takes a very long time for them to get there and unless the guy is close most likely by the time the balli arrive you will be facing a fully reinforced city. 2- they are PIGS they eat a crap load of food and unless you are a barbing master it will be hard for you to keep them up without running out of food.
Before you send your main attack wave at someone, first take the time to clear the wall and field defenses to minimize losses.
Traps; send 1 militia for each trap
TRAPS -If the opponent has a lot of traps, send waves of 1 scout and 1 of the slowest troop of your main attack wave.
Example: Target has 2000 traps Your main attack wave is 10,000 militia and 20,000 swordsmen since your militia are the slowest in that main wave, send waves of 1 scout and 1 militia to clear the traps. Each wave clears half of the traps. After one wave of 1 scout 1 militia, 1000 traps will remain After two waves, 500 will remain etc..
When most of the traps are cleared, with maybe around 100 remaining, you can then send your main wave in with minimal losses.
Note: Some have suggested that sending in 1 scout 1 militia and 1 third troop could clear more than half the traps each time, so feel free to try that. If this is too confusing just stick to a 1/1 wave.
2)Caltrops; if there are Xbows present send 2 militia or 1 pikeman per caltrop
or
2a)Caltrops; if there are no Xbows 1 pike takes out 100 caltrops
CALTROPS -There are two scenarios for caltrops, either the opponent has caltrops and no crossbows, or both caltrops and crossbows. If there are crossbows present, you can send 2 militia for every caltrop to clear them all. If there are no crossbows, then you don't need to send that many troops to clear them.
Example 1: Target has 2000 crossbows and 2000 caltrops
Sending in 4000 militia will clear all his caltrops
Example 2: Target has 2000 caltrops and no crossbows
Sending in 2000 militia can clear the caltrops. Less militia can most likely be sent to clear the caltrops, but exact number is unknown.
3) Xbows: Only when field defenses are cleared should you attempt to take the xbows, send at least 3x the amount of pikes to xbows and the same amount of swords. Example, if there are 1000 xbows send 3k Pikeman and 3k swords as a minimum.. this is the bare minimum to Send, it is always better to send as many as possible. Be prepared to lose approximately 1.5 pike per xbow or
3a) If there defending troops the above will not work as you will need to take them before you reach the xbows.. What you need to send depends on what troops are defending, if in any doubt feel free to post the scout report into chat and ask for advise.
CROSSBOWS -The best way to take out crossbows is with a pure swordsmen army, or if you don't feel you have enough, you can send both swordsmen and militia. Sending archers to take out crossbows is not recommended.
Example: Target has 2000 crossbows If you send 5000 militia and 5000 swordsmen, you will most likely clear those crossbows. Of course, it would be in your best interest to send more, so that your losses will be minimized. Remember, no archers, or you will lose 2 for every crossbow there.
4)Spikes: Take the spike after you have cleared all field and wall defenses. Send 1Heavy Cav for every 100 Spikes
SPIKED BARRIER -If the player has a lot of spiked barriers, do not send cavalry, heavy cavalry, supply wagons, ballistae, rams, or catapults, because they will get killed.
Example: Target has 2000 Spiked Barriers If you only send infantry and none of the troops listed above, the spikes will not hurt you, and you can just walk past them.
Note: if you really want to get rid of them, you need to send a lot of cavalry at them, at a ratio of maybe 5 to 1 for every spike there.
5)Trebs: If you want to remove trebs from the defending, then you can send the Battering Rams, they will destroy 5 trebs per Ram.
TREBUCHETS -trebuchets will only attack siege units (ballistas, rams, and catapults), so if the player has a lot of them, just don't send siege
Example: Target has 2000 Trebuchets You can send infantry, cavalry, and supply wagons without taking damage from the trebs.
6)Loot: Now all defenses have been cleared its time for payday.. send in the Supply Wagons, 106 Supply Wagons with a lvl 9 feather will carry 1,000,000 in loot
You can send all the above waves out at once but make sure they hit at least 30s apart as it takes the game a little while to update sometimes, also to ensure all of these arrive in order and one wave doesn’t overtake another add 1 mili to each wave, they are the slowest troop type and will slow all waves to the same speed.
Also be aware that if you send siege such as Ballistas Battering Rams or Catapults they
will slow your main forces down even further so faction that in to attack times.