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  1. #21

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    Quote Originally Posted by kebabe8 View Post
    Notholdingback, looks good, thanks. I'll give it a proper read in a sec.

    @Jager, i'm very interested in your mIRC thingy. Could you give me abit more info regarding the benefits, purpose etc?

    Anyway, I'll post a guide that I made. Feel free to critisize it(Constructive only ;)). It's only my 3rd guide:

    The following guide was made by Kebabe8 for Ebay W25. Proof read and checked with the stamp of approval of Godsman, Dark Chaos, John Murray, AusKilla

    I have chosen to write this guide to help teach the newer, and possibly older members. It should, by the end of it change your opinion on nukes, giving you a clearer insight into what makes a good nuke and important factors when deciding upon a nuke to choose. However, you must remember there is no perfect nuke. None. Its just what you feel works best and what suits your playing style adapting to certain/common situations. Throughout the guide I will stress 3 of the most important things in TW which Purple Predator has taught me:

    (In no specific order)
    1) Speed
    2) Efficency
    3) Versatality

    Firstly i'm going to explain the logic behind my village builds. Having all your villages with this layout will give you 9.375k rather then making a vill out to 12k will benefit you alot. When you get multiple villages and you face the issue of morale, you will lose alot more troops then required when compared to having multiple villages with the following layout:

    Village Final Layout(9,735):

    HQ: 20 - Mandatory
    Barracks: 25 - Although when comparing the level 23 to 25 there seems to be no/little difference. However, it is rounded up and there is a difference of 6 seconds per unit.
    Stable: 20 - Mandatory
    WS: 2 - When building the nuke even at a level 2 workshop the rams/cats are done way before the rest of the nuke. No need for a higher level.
    Academy: 1 - Mandatory
    Smithy: 20 - Mandatory
    RP: 1 - Mandatory
    Staute: 1 - Mandatory
    Market: 20 - A decent level to transport unballanced resources.
    TC: 30 - Self explanatory. Higher mines = More resources.
    CP: 30 - ^^^^
    IM: 30 - ^^^^
    Farm: 30 - Mandatory - Required for a full nuke.
    WH: 30 - Mandatory. However, if you are really active you can range it between level 28-30 but I wouldn't advise it. Especially after having multiple villages.
    HP: 9 - Better then market dodging.
    Wall: 20 - Mandatory. Needed for shifting support around into vills.

    Population remaining for troops: 20,723

    Offensive Nuke:

    6243 Axes
    2720 Light Cavalry
    480 Mounted Archers
    240 Rams

    I tested this offense in comparison to a standard nuke off 6k Axe, 3k LC and 300 rams. Now with offenses, people tend to add extra rams if the wall isn't taken below level 10 or so. Now the mathmatical number required take down a wall from level to 0 is 219. However, that's with an empty base. It's all about getting a stable ballance between the troops and rams when choosing what your nuke consists off. My nuke kills more against a basic defense of 8k spears, 2k HC and similarly kills more against another basic of 6.6k spears, swords and arhcers. All accompinied by a level 20 wall. I don't use more then 500 MA in my nukes. 54 MA can kill 500 archers behind a level 20 wall. Luck & Morale not included. Also, the above nuke is a generalised nuke, and one which suits most occasions BUT not every defense is the same, so, after 5 or so of these general offenses, more specialised ones will need to be made.

    Every village you attack and clear will be scouted beforehand(for the most-part) so I recommend nukes with 150%,75%,75% eg. a nuke with 150% more axe, 75% LC and ma or 150% more LC etc etc etc. Also, more ram heavy ones will need to be made to equip for stacked vills. Its far more effective to send a 300 ram nuke then 2 general nukes than 3 general nukes. For example,

    A standard nuke is normally about 6.5k axemen, 3.5k LC and 250 rams. This is a basic figure, and will change depending on what you have built in your villages, and hence what your total remaining farm space is. However, you can alter this to however meets your taste.

    • A nuke that is Axe heavy – ie: 8k-9k axes, 2k-2.5k LC and 250 rams -- is useful against spear defenses.
    • A nuke that is Ram heavy – ie: 2k MA, 300 Rams, 7k axe and 625 LC -- is useful against stacked villages
    • An LC heavy nuke – ie: 5k axes, 4k LC, 250 rams -- is more effective against a sword defense.
    • An MA heavy nuke – ie: 300 rams, 5k axe and 2.85k MA -- is useful against archer based defenses..

    Both of these can be altered to include MA, or not. It’s your choice.

    Farm Population: 20,723

    Barracks Build Time: 176:53
    Stable Build Time: 178:37

    178:37
    176:53
    -------
    001:44

    As you can see, there is below a 2 hour gap build time difference with the barracks and stable. When coming across stacked villages your offense is expected to die. It's then about being able to produce more quickly. This is where 2 of the 3 things kick in. Speed and Efficency. Over a period of time you can make more of these offenses instead of the other basic offenses stated previously.

    Defensive Nuke:

    4003 Spears
    3400 Archers
    20 Scouts
    2000 HC
    160 Cats

    Farm Population: 20,723

    It has the most kills out off the "Impossible Nuke" which we used(15K axes, 6K LC, or something along those lines). However, this being said, it consists of very little scouts which makes it slightly less versatile so it probably is best to make a few defensive vills which are heavy in scouts later on. As you can see, this way extra speed is enabled due to lack of swords. It makes Stacking much easier.

    There are many purposes for including catapults in the defense. Firstly, it allows you to use fanged fakes(25 cats + 5 scouts). Now, you may ask "Why would you have catapults in a defensive village?" Simple:

    A catapults defense levels:

    General Defence 100
    Cavalry Defence 50
    Defence Archer 100


    Now compare it to a spearmans defense:

    General Defence 15
    Cavalry Defence 45
    Defence Archer 20

    A swords defense:

    General Defence 50
    Cavalry Defence 15
    Defence Archer 40

    An archers defense:

    General Defence 50
    Cavalry Defence 40
    Defence Archer 5

    Now as you can see from the above, the catapult beats every infantry troop in all possible defense sections. Although you can make more infantry troops there's 1 main reason for the catapults. Using TW Plus(World 5 settings), catapults(at level 3 workshop) takes roughly 168 hours to build.

    So 3 sole purposes:

    1) Has a better defense then every infantry unit
    2) My defense above is yet to be beaten
    3) It takes ALOT of building time out from the barracks and stables. This allows you to make the defense quicker and more times. Thus making it far more [u]efficent[u] and usefull.

    Note: The defense also allows you to use the HC strat to a certain extent so aswell as having a very good defense, you can easily switch to using the HC strat. This increases its versatality.


    Barracks Build Time: 219:07
    Stable Build Time: 214:00

    219:07
    214:00
    -------
    005:07

    Similar to the offensive nukes instead with only 5 hours. It shouldn't be much of a problem unless you are in a very heated war playing against the likes of PP, Qwer4ty, AusKilla, Openeye, Miggy, John-Murray, Godsman, Tharagoran etc in which case you'll have to have it done in minute/second differences ;) You will need to be constantly shifting your defenses in D villages around and some will die so having a good build time difference with a defensive nuke is just as important as the offensive village.

    Building Layout + Troop & Farm Population = Puzzle

    Simple really. Providing you follow the layout of the village build near the start of this guide in the future when things get heated up you should be set up nicely for the future. Here's how the pieces of the puzzle fit together:

    Village Points: 9,375
    Remaining farm space after constructed village: 20,723
    Offensive nuke farm population: 20,723
    Defensive nuke farm population: 20,723

    As you can see, after you have your O or D nuke ready with the village fully constructed, there shouldn't even be room for 1 troop of any kind. After this, providing you have a premium account you can group the village with 1 of the following(Taken from W6 Prem guide):

    [Defensive] - Fully built Defensive vill.
    [Defensive_Unm] - Unm = Unmaxed farm.
    [Gold Coins] - Either an offensive or defensive, once you have your village maxed its sole purpose will be to mint coins
    [Nobles] - The village(s) containing the noblemen
    [Offensive] - Fully maxed Offensive vill.
    [Offensive_Unm] - Unm = Unmaxed farm.
    [Scouts] - Scout village consisting only of scouts. Roughly 10k scouts.
    [Under Construction] - Village under construction layout/build wise(Basically all non-9.375k vills)

    Also, I would like to advise/demand everybody plays with a ratio of 2:1 Offensive:Defensive vills. Certainly the newer/in-experienced members. This way we can support each other whilst being safe at the same time. Remember, you cant counter or dodge a noble train.

    If you would like to try out making your own prefered nukes after this(I advise against ;)), you may want to use some/take into consideration some of these tools/facts:

    Here is what you're most likely to come against, ordered from early ingame to abit later on possible stacks. Quick key:

    Defender:(Troops you may/will be facing. Spears:Swords)
    Perfect O: The perfect offense to fight it. Axes:LC:Rams)
    Times to be sent: The amount of times you will be required to send the "Perfect O" in order to clear the village completely.

    Defender: 10000 10000
    Perfect O:6064 3365 215
    Times to be sent: 1.23931

    Defender: 15000 15000
    Perfect O: 6064 3365 215
    Times to be sent: 2.08081

    Defender: 17500 17500
    Perfect O: 5939 3296 295
    Times to be sent: 2.50125

    Defender: 20000 20000
    Perfect O: 5853 3249 350
    Times to be sent: 3.02774

    As for tools, here's what I use/used:

    Unit Calculator: http://en25.twplus.org/calculator/unit/
    Recruit Calculator: http://en25.twplus.org/calculator/recruit/
    Building Calculator: http://en25.twplus.org/calculator/building/

    Now I went and got this proof read by many people as you can see. I am sharing my tactic(s) with the entire tribe. I would appreciate some positive feedback as it has taken me a good 4-5 hours to write(Ask Ac04 ;)). I have let it all out here giving my full and honest opinion on the matter. Whether you choose to follow it or not is your choice but I would advise going for it.

    Remember:

    1) Speed
    2) Efficency
    3) Versatality

    If you have any questions feel free to ask and I will gladly answer it/them.

    Hope it helps,

    Kebabe8.
    Always enjoyable to read, of course I don't like the cat idea in your defensive villages, but i believe you have argued that point blue with other players, IMO build them when you need a fast defense, if you have time to build without them then do so, seeing as you dont attack with them build time is slightly less important.

  2. #22

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    I have to say, nice guide.

  3. #23
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    these guides are good

  4. #24

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    not mine, but a good guide.

    Originally, I was going to make a short guide to help out some tribesmates. But I've got a lot of time on my hands today.


    This is a detailed guide on how to time unit movements. This is not a guide for the uses of timing; making spreadsheets; arranging your windows; fast clicking; what kind of clock to use; cheating; or killing small animals.


    Before reading too far, ask yourself these things:

    If you answered no to any of those questions, you might have a bit of trouble following this guide.

    And now, without further delay, I give to you the cheesy timing guide!

    Timing Troop Movements

    Timing is a big part of Tribal Wars. Something that a lot of so-called 'experienced' players still seem to have trouble with. Therefore, I'm going to try and go into as much detail as possible here. Some things might seem painfully obvious, but please bear with me.

    • Contents
      1: the game clock
      2: calculating duration
      3: when to send your troops
      4: calculating when troops will return from an attack
      5: predicting attacks


    The Game Clock
    First of all, take a look at the bottom right of your screen. It'll look something like this, but without the bright green:



    The part I circled is the game clock, which displays the game time to the nearest second. If anyone mentions 'server time,' this is the time they're talking about. I believe it coincides with GMT+1.

    Now go to your rally point and send some of your units to a nearby village. Click on the command, and check out the details:



    Take a close look at the arrival time, and you will see some lighter-colored numbers behind the hours:minutes:seconds. Those numbers are the milliseconds of the arrival time. We now know that arrival times are much more precise than 'to the nearest second.'

    If you're going to time well, you have to understand the measures of time the server uses.
    There are 24 hours in one day.
    There are 60 minutes in one hour.
    There are 60 seconds in one minute.
    There are 1000 milliseconds in one second.

    So a time of 3 hours, 24 minutes, 18 seconds, and 871 milliseconds would be written like this:
    03:24:18.871

    Calculating Duration
    The goal of timing troop movements is to get your troops to arrive at some location at a certain time. To start off, there are 3 things you need to know:

    1) where they are going (destination)
    2) how long it takes them to get there (duration)
    3) the time you want them to arrive

    #1 and #3 are both things that a player can decide. #2, however, is generally not, and you will have to calculate this yourself if you want to be accurate.

    To figure the duration, you have to find:
    1) how fast your troops will move (speed)
    2) how far away the destination is (distance)

    The first part is easy; just look at the units section in the help page for the world you're playing:


    I'll use the stats in this picture for any examples I use.

    The part listed as unit "speed" is actually the time(in minutes) it takes for that unit to travel one field. Keep in mind that units travel at the speed of the slowest unit they're with. If you send support with a paladin, they will move at the speed of the paladin.

    You now have the speed, and need to get the distance.

    Take a look at your map. You'll see numbers to the left of and right below the close-up view.



    The numbers on the left are the y coordinates, and the numbers on the bottom are the x coordinates. Every village has a unique location, shown in the game as "(X|Y)". The village at the center of this map is located at 503|843.

    Now, I'll define a few things to make what I'm about to say a little easier to follow.

    Destination: the village you are sending the troops to.
    Origin: the village you are sending the troops from.
    Distance: the number of fields between the origin and the destination.
    Xo: the x coordinate of the origin village.
    Yo: the y coordinate of the origin village.
    X: the x coordinate of the destination village.
    Y: the y coordinate of the destination village.

    Here's the formula for finding the distance (taken from the Pythagorean Theorem)


    Say we want to find the distance from 503|843 to 502|844.
    Just put the numbers into the right spots, and then solve the expression. I use a calculator to get an approximate answer.



    So the distance is about 1.41421356 fields. Let's say I'm attacking with a scout ('speed' 9)

    To find the duration, multiply the 'speed' (9 minutes/field) by the distance (1.4121356 fields).

    (9 minutes/field) * (1.4121356 fields) = 12.709220 minutes

    That's nice, but we want our time to read "hours:minutes:seconds.milliseconds". This means more math

    We know there are 60 minutes in one hour, but the duration is only 12.709220 minutes; quite a bit less than 60 minutes. So the number of hours is 00. We've now got a duration of 00:??:??.???, with 12.709220 minutes left over.

    There are 12 whole minutes in 12.709220 minutes, so put those into the minutes slot.
    We now have a duration of 00:12:??.???, with 0.709220 minutes left over.

    We need to know the seconds next (60 seconds in one minute), so multiply the remaining minutes by 60 to get the number of seconds.
    0.709220 * 60 = 42.5532
    that's 42 whole seconds for the seconds slot, giving us a duration of 00:12:42.???

    To find the milliseconds multiply the leftover seconds (0.5532) by 1000 (1000 milliseconds in one second, remember?), and you have the number of milliseconds.

    Well, we finally have it. The duration of a scout speed command from 503|843 to 502|844 is 00:12:42.553.

    Doing these calculations over and over can get to be a pain in the , so you may want to make a spreadsheet to do them for you. No, I'm not going to give you a premade one.

    When to send your troops
    Ideally, you'd just subtract the duration from the arrival time.

    There's still one more thing to take into consideration before we can know when to send the troops: lag.
    Every internet game has it; tribal wars is no exception. When you click the 'ok' button on the confirmation screen, your computer has to process that click, send the information across the internet to the server, and be processed by the server. This all takes time.

    The lag fluctuates and cannot be completely controlled by you, but there are things you can do to influence its stability. Try to keep your computer's workload low. Don't have a bunch of applications running at once.
    Minimize your use of network resources. Don't start downloading something right before you want to send a timed command.

    Before sending the troops, make a couple tests to predict the lag.
    Choose 2 villages, at least one of them yours. Figure out the duration between them, and send a few attacks. (When I do this, I click at the moment I see the second counter change.) Write down the times you send them and the times they actually arrive.

    Now calculate the times they should have ideally arrived (sending time + duration) and write these down.
    Subtract the ideal arrival times from the actual arrival times; and write the answers down. These are the delays.

    Find the average lag time by adding up the delays and dividing the answer by the number of attacks you sent.

    here's a sample test I did:
    Code:
         launch     actual arrival   ideal arrival      delay
    1)  17:06:40    17:19:25.242     17:19:22.553    00:00:02.689
    2)  17:07:40    17:20:25.253     17:20:22.553    00:00:02.700
    3)  17:08:40    17:21:25.121     17:21:22.553    00:00:02.568
    4)  17:09:40    17:22:25.367     17:22:22.553    00:00:02.814
    5)  17:10:40    17:23:25.343     17:23:22.553    00:00:02.790
    
    average lag: 00:00:02.7122
    variance:    00:00:00.246
    If the difference between the highest delay and the lowest delay is higher than the time frame you want your troops to arrive within, then good luck

    The time you want to actually send your troops is:
    (arrival time) - (duration + average lag)

    Actually clicking at the right time is entirely up to you and your sense of time (unless you're cheating).

    I mentally split each second into fifths; any more than that and I tend to lose consistency with my mental counting.


    When Troops Return from an Attack
    To figure out when troops return to a village after attacking, you need to know:
    1) the arrival time of the attack
    2) the duration

    Add the duration to the arrival time, and ignore the milliseconds. The game truncates them, so an expected returning time of 3:13:37.999 results in an actual returning time of 3:13:37.000.

    Predicting Attacks
    You can predict what an incomming attack might be by figuring out its speed. Divide the remaining time by the distance, and compare your answer to the speeds of each unit. If you check the attack soon enough after it was sent, you'll know if it's moving too fast to have certain units.



    -------------------------------------end-------------------------------------

    Well, I hope this is helpful. If I made a mistake somewhere, please point it out. If you think I left something out that belongs in the scope of this guide, speak up! And yes, I know there are numerous online tools available that can do some calculations for you. That's not what this guide is about.

    Thanks to the following people for improving this guide
    Qwe4rty - pointed out that milliseconds are now truncated for returns

  5. #25

    Default

    Quote Originally Posted by kebabe8 View Post
    Notholdingback, looks good, thanks. I'll give it a proper read in a sec.

    @Jager, i'm very interested in your mIRC thingy. Could you give me abit more info regarding the benefits, purpose etc?

    Anyway, I'll post a guide that I made. Feel free to critisize it(Constructive only ;)). It's only my 3rd guide:

    The following guide was made by Kebabe8 for Ebay W25. Proof read and checked with the stamp of approval of Godsman, Dark Chaos, John Murray, AusKilla

    I have chosen to write this guide to help teach the newer, and possibly older members. It should, by the end of it change your opinion on nukes, giving you a clearer insight into what makes a good nuke and important factors when deciding upon a nuke to choose. However, you must remember there is no perfect nuke. None. Its just what you feel works best and what suits your playing style adapting to certain/common situations. Throughout the guide I will stress 3 of the most important things in TW which Purple Predator has taught me:

    (In no specific order)
    1) Speed
    2) Efficency
    3) Versatality

    Firstly i'm going to explain the logic behind my village builds. Having all your villages with this layout will give you 9.375k rather then making a vill out to 12k will benefit you alot. When you get multiple villages and you face the issue of morale, you will lose alot more troops then required when compared to having multiple villages with the following layout:

    Village Final Layout(9,735):

    HQ: 20 - Mandatory
    Barracks: 25 - Although when comparing the level 23 to 25 there seems to be no/little difference. However, it is rounded up and there is a difference of 6 seconds per unit.
    Stable: 20 - Mandatory
    WS: 2 - When building the nuke even at a level 2 workshop the rams/cats are done way before the rest of the nuke. No need for a higher level.
    Academy: 1 - Mandatory
    Smithy: 20 - Mandatory
    RP: 1 - Mandatory
    Staute: 1 - Mandatory
    Market: 20 - A decent level to transport unballanced resources.
    TC: 30 - Self explanatory. Higher mines = More resources.
    CP: 30 - ^^^^
    IM: 30 - ^^^^
    Farm: 30 - Mandatory - Required for a full nuke.
    WH: 30 - Mandatory. However, if you are really active you can range it between level 28-30 but I wouldn't advise it. Especially after having multiple villages.
    HP: 9 - Better then market dodging.
    Wall: 20 - Mandatory. Needed for shifting support around into vills.

    Population remaining for troops: 20,723

    Offensive Nuke:

    6243 Axes
    2720 Light Cavalry
    480 Mounted Archers
    240 Rams

    I tested this offense in comparison to a standard nuke off 6k Axe, 3k LC and 300 rams. Now with offenses, people tend to add extra rams if the wall isn't taken below level 10 or so. Now the mathmatical number required take down a wall from level to 0 is 219. However, that's with an empty base. It's all about getting a stable ballance between the troops and rams when choosing what your nuke consists off. My nuke kills more against a basic defense of 8k spears, 2k HC and similarly kills more against another basic of 6.6k spears, swords and arhcers. All accompinied by a level 20 wall. I don't use more then 500 MA in my nukes. 54 MA can kill 500 archers behind a level 20 wall. Luck & Morale not included. Also, the above nuke is a generalised nuke, and one which suits most occasions BUT not every defense is the same, so, after 5 or so of these general offenses, more specialised ones will need to be made.

    Every village you attack and clear will be scouted beforehand(for the most-part) so I recommend nukes with 150%,75%,75% eg. a nuke with 150% more axe, 75% LC and ma or 150% more LC etc etc etc. Also, more ram heavy ones will need to be made to equip for stacked vills. Its far more effective to send a 300 ram nuke then 2 general nukes than 3 general nukes. For example,

    A standard nuke is normally about 6.5k axemen, 3.5k LC and 250 rams. This is a basic figure, and will change depending on what you have built in your villages, and hence what your total remaining farm space is. However, you can alter this to however meets your taste.

    • A nuke that is Axe heavy – ie: 8k-9k axes, 2k-2.5k LC and 250 rams -- is useful against spear defenses.
    • A nuke that is Ram heavy – ie: 2k MA, 300 Rams, 7k axe and 625 LC -- is useful against stacked villages
    • An LC heavy nuke – ie: 5k axes, 4k LC, 250 rams -- is more effective against a sword defense.
    • An MA heavy nuke – ie: 300 rams, 5k axe and 2.85k MA -- is useful against archer based defenses..

    Both of these can be altered to include MA, or not. It’s your choice.

    Farm Population: 20,723

    Barracks Build Time: 176:53
    Stable Build Time: 178:37

    178:37
    176:53
    -------
    001:44

    As you can see, there is below a 2 hour gap build time difference with the barracks and stable. When coming across stacked villages your offense is expected to die. It's then about being able to produce more quickly. This is where 2 of the 3 things kick in. Speed and Efficency. Over a period of time you can make more of these offenses instead of the other basic offenses stated previously.

    Defensive Nuke:

    4003 Spears
    3400 Archers
    20 Scouts
    2000 HC
    160 Cats

    Farm Population: 20,723

    It has the most kills out off the "Impossible Nuke" which we used(15K axes, 6K LC, or something along those lines). However, this being said, it consists of very little scouts which makes it slightly less versatile so it probably is best to make a few defensive vills which are heavy in scouts later on. As you can see, this way extra speed is enabled due to lack of swords. It makes Stacking much easier.

    There are many purposes for including catapults in the defense. Firstly, it allows you to use fanged fakes(25 cats + 5 scouts). Now, you may ask "Why would you have catapults in a defensive village?" Simple:

    A catapults defense levels:

    General Defence 100
    Cavalry Defence 50
    Defence Archer 100


    Now compare it to a spearmans defense:

    General Defence 15
    Cavalry Defence 45
    Defence Archer 20

    A swords defense:

    General Defence 50
    Cavalry Defence 15
    Defence Archer 40

    An archers defense:

    General Defence 50
    Cavalry Defence 40
    Defence Archer 5

    Now as you can see from the above, the catapult beats every infantry troop in all possible defense sections. Although you can make more infantry troops there's 1 main reason for the catapults. Using TW Plus(World 5 settings), catapults(at level 3 workshop) takes roughly 168 hours to build.

    So 3 sole purposes:

    1) Has a better defense then every infantry unit
    2) My defense above is yet to be beaten
    3) It takes ALOT of building time out from the barracks and stables. This allows you to make the defense quicker and more times. Thus making it far more [u]efficent[u] and usefull.

    Note: The defense also allows you to use the HC strat to a certain extent so aswell as having a very good defense, you can easily switch to using the HC strat. This increases its versatality.


    Barracks Build Time: 219:07
    Stable Build Time: 214:00

    219:07
    214:00
    -------
    005:07

    Similar to the offensive nukes instead with only 5 hours. It shouldn't be much of a problem unless you are in a very heated war playing against the likes of PP, Qwer4ty, AusKilla, Openeye, Miggy, John-Murray, Godsman, Tharagoran etc in which case you'll have to have it done in minute/second differences ;) You will need to be constantly shifting your defenses in D villages around and some will die so having a good build time difference with a defensive nuke is just as important as the offensive village.

    Building Layout + Troop & Farm Population = Puzzle

    Simple really. Providing you follow the layout of the village build near the start of this guide in the future when things get heated up you should be set up nicely for the future. Here's how the pieces of the puzzle fit together:

    Village Points: 9,375
    Remaining farm space after constructed village: 20,723
    Offensive nuke farm population: 20,723
    Defensive nuke farm population: 20,723

    As you can see, after you have your O or D nuke ready with the village fully constructed, there shouldn't even be room for 1 troop of any kind. After this, providing you have a premium account you can group the village with 1 of the following(Taken from W6 Prem guide):

    [Defensive] - Fully built Defensive vill.
    [Defensive_Unm] - Unm = Unmaxed farm.
    [Gold Coins] - Either an offensive or defensive, once you have your village maxed its sole purpose will be to mint coins
    [Nobles] - The village(s) containing the noblemen
    [Offensive] - Fully maxed Offensive vill.
    [Offensive_Unm] - Unm = Unmaxed farm.
    [Scouts] - Scout village consisting only of scouts. Roughly 10k scouts.
    [Under Construction] - Village under construction layout/build wise(Basically all non-9.375k vills)

    Also, I would like to advise/demand everybody plays with a ratio of 2:1 Offensive:Defensive vills. Certainly the newer/in-experienced members. This way we can support each other whilst being safe at the same time. Remember, you cant counter or dodge a noble train.

    If you would like to try out making your own prefered nukes after this(I advise against ;)), you may want to use some/take into consideration some of these tools/facts:

    Here is what you're most likely to come against, ordered from early ingame to abit later on possible stacks. Quick key:

    Defender:(Troops you may/will be facing. Spears:Swords)
    Perfect O: The perfect offense to fight it. Axes:LC:Rams)
    Times to be sent: The amount of times you will be required to send the "Perfect O" in order to clear the village completely.

    Defender: 10000 10000
    Perfect O:6064 3365 215
    Times to be sent: 1.23931

    Defender: 15000 15000
    Perfect O: 6064 3365 215
    Times to be sent: 2.08081

    Defender: 17500 17500
    Perfect O: 5939 3296 295
    Times to be sent: 2.50125

    Defender: 20000 20000
    Perfect O: 5853 3249 350
    Times to be sent: 3.02774

    As for tools, here's what I use/used:

    Unit Calculator: http://en25.twplus.org/calculator/unit/
    Recruit Calculator: http://en25.twplus.org/calculator/recruit/
    Building Calculator: http://en25.twplus.org/calculator/building/

    Now I went and got this proof read by many people as you can see. I am sharing my tactic(s) with the entire tribe. I would appreciate some positive feedback as it has taken me a good 4-5 hours to write(Ask Ac04 ;)). I have let it all out here giving my full and honest opinion on the matter. Whether you choose to follow it or not is your choice but I would advise going for it.

    Remember:

    1) Speed
    2) Efficency
    3) Versatality

    If you have any questions feel free to ask and I will gladly answer it/them.

    Hope it helps,

    Kebabe8.
    I got down to the catapult area defense, and if you decide to make one of your villages heavy in catapults remember if you set your pally to that village and send him in with the catapults in support, the catapults will go the same speed as the pally which is 7.14 minutes per field.

    I thought you may want to include that.

  6. #26
    kebabe8's Avatar
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    Nice guide. Qwe4rty has also helped me in the ast regarding countering/dodging. Very good player and leader. Anyway, as the start of the world has passed I will post my short but effective guide which I feel may be useful to a few people who have started/starting W27/28.

    I just made this on the spot. Isn't too complicated. Simple and effective. I have experienced, in several worlds on a number of occasions people telling me they have been attacked/cleared overnight/whilst offline.

    As a leader, for obvious safety reasons I don't let nobody account sit me no matter the situation. I would advise doing the following until somebody in your 13x13 has an academy.

    Every night, providing you can't get an account sitter, calculate how long your going to be away for before you come back online for 1-2 hours. For example, lets say it's 17:00 Real Life time. I'm going to be away for 7 hours. Therefore I want my troops to return for 00:00 Real Life time. What you do is divide the time by 2. So 7 hours divided by 2 = 3 1/2 hours. You then go on your map and look for an abandoned/below 100 point village which is roughly 3 1/2 hours away.

    Send it off and your troops will be safe.

    Advantages:

    - You don't lose none of your troops.
    - If you're full offense/very little defense it's even a bigger advantage.
    - You get to constantly see the enemies troop count and keep regular track of his growth rate without losing troops.

    Disadvantages:

    - Enemy hauls your resources
    - Sees your troop count(If scouts are sent)

    Note: To make the enemies life worse, increase your wall so he looses a few troops when attacking. Increase your hiding place to level 10 whilst putting your HQ fully in que before going. This will make his losses not worth his gains.

    In my honest opinion the advantages out-weigh the disadvantages by far which is the main purpose of this tactic.

    If you have any questions feel free to ask,

    Regards,
    Kebabe8
    Catch me & my tribe on W30. Will most likely be my last world too

  7. #27
    kebabe8's Avatar
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    Quote Originally Posted by Deaths Whisper View Post
    I got down to the catapult area defense, and if you decide to make one of your villages heavy in catapults remember if you set your pally to that village and send him in with the catapults in support, the catapults will go the same speed as the pally which is 7.14 minutes per field.

    I thought you may want to include that.
    That is a very good and valid point. Thanks for bringing that up. I will include it in the guide from now on. As I said, very good point
    Catch me & my tribe on W30. Will most likely be my last world too

  8. #28

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    Quote Originally Posted by kebabe8 View Post
    That is a very good and valid point. Thanks for bringing that up. I will include it in the guide from now on. As I said, very good point
    No problem, more often then not people seem to always forget about the paladin, it allows us to send support across continent in a reasonable amount of time.

    glad I could help

  9. #29
    Willovain's Avatar
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    I am in the process currently of writing a start-up guide for my wee ones on World 27... I'd share it later down the road, but for now it will remain mine and PP's little secret... Don't want it being used against me in World 27... That'd be bad. Give it a week or so and I will have no qualms releasing it if you are still interested...

  10. #30

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    @kebabe08
    Quote Originally Posted by kebabe8 View Post
    Notholdingback, looks good, thanks. I'll give it a proper read in a sec.

    @Jager, i'm very interested in your mIRC thingy. Could you give me abit more info regarding the benefits, purpose etc?

    Anyway, I'll post a guide that I made. Feel free to critisize it(Constructive only ;)). It's only my 3rd guide:

    The following guide was made by Kebabe8 for Ebay W25. Proof read and checked with the stamp of approval of Godsman, Dark Chaos, John Murray, AusKilla

    I have chosen to write this guide to help teach the newer, and possibly older members. It should, by the end of it change your opinion on nukes, giving you a clearer insight into what makes a good nuke and important factors when deciding upon a nuke to choose. However, you must remember there is no perfect nuke. None. Its just what you feel works best and what suits your playing style adapting to certain/common situations. Throughout the guide I will stress 3 of the most important things in TW which Purple Predator has taught me:

    (In no specific order)
    1) Speed
    2) Efficency
    3) Versatality

    Firstly i'm going to explain the logic behind my village builds. Having all your villages with this layout will give you 9.375k rather then making a vill out to 12k will benefit you alot. When you get multiple villages and you face the issue of morale, you will lose alot more troops then required when compared to having multiple villages with the following layout:

    Village Final Layout(9,735):

    HQ: 20 - Mandatory
    Barracks: 25 - Although when comparing the level 23 to 25 there seems to be no/little difference. However, it is rounded up and there is a difference of 6 seconds per unit.
    Stable: 20 - Mandatory
    WS: 2 - When building the nuke even at a level 2 workshop the rams/cats are done way before the rest of the nuke. No need for a higher level.
    Academy: 1 - Mandatory
    Smithy: 20 - Mandatory
    RP: 1 - Mandatory
    Staute: 1 - Mandatory
    Market: 20 - A decent level to transport unballanced resources.
    TC: 30 - Self explanatory. Higher mines = More resources.
    CP: 30 - ^^^^
    IM: 30 - ^^^^
    Farm: 30 - Mandatory - Required for a full nuke.
    WH: 30 - Mandatory. However, if you are really active you can range it between level 28-30 but I wouldn't advise it. Especially after having multiple villages.
    HP: 9 - Better then market dodging.
    Wall: 20 - Mandatory. Needed for shifting support around into vills.

    Population remaining for troops: 20,723

    Offensive Nuke:

    6243 Axes
    2720 Light Cavalry
    480 Mounted Archers
    240 Rams

    I tested this offense in comparison to a standard nuke off 6k Axe, 3k LC and 300 rams. Now with offenses, people tend to add extra rams if the wall isn't taken below level 10 or so. Now the mathmatical number required take down a wall from level to 0 is 219. However, that's with an empty base. It's all about getting a stable ballance between the troops and rams when choosing what your nuke consists off. My nuke kills more against a basic defense of 8k spears, 2k HC and similarly kills more against another basic of 6.6k spears, swords and arhcers. All accompinied by a level 20 wall. I don't use more then 500 MA in my nukes. 54 MA can kill 500 archers behind a level 20 wall. Luck & Morale not included. Also, the above nuke is a generalised nuke, and one which suits most occasions BUT not every defense is the same, so, after 5 or so of these general offenses, more specialised ones will need to be made.

    Every village you attack and clear will be scouted beforehand(for the most-part) so I recommend nukes with 150%,75%,75% eg. a nuke with 150% more axe, 75% LC and ma or 150% more LC etc etc etc. Also, more ram heavy ones will need to be made to equip for stacked vills. Its far more effective to send a 300 ram nuke then 2 general nukes than 3 general nukes. For example,

    A standard nuke is normally about 6.5k axemen, 3.5k LC and 250 rams. This is a basic figure, and will change depending on what you have built in your villages, and hence what your total remaining farm space is. However, you can alter this to however meets your taste.

    • A nuke that is Axe heavy – ie: 8k-9k axes, 2k-2.5k LC and 250 rams -- is useful against spear defenses.
    • A nuke that is Ram heavy – ie: 2k MA, 300 Rams, 7k axe and 625 LC -- is useful against stacked villages
    • An LC heavy nuke – ie: 5k axes, 4k LC, 250 rams -- is more effective against a sword defense.
    • An MA heavy nuke – ie: 300 rams, 5k axe and 2.85k MA -- is useful against archer based defenses..

    Both of these can be altered to include MA, or not. It’s your choice.

    Farm Population: 20,723

    Barracks Build Time: 176:53
    Stable Build Time: 178:37

    178:37
    176:53
    -------
    001:44

    As you can see, there is below a 2 hour gap build time difference with the barracks and stable. When coming across stacked villages your offense is expected to die. It's then about being able to produce more quickly. This is where 2 of the 3 things kick in. Speed and Efficency. Over a period of time you can make more of these offenses instead of the other basic offenses stated previously.

    Defensive Nuke:

    4003 Spears
    3400 Archers
    20 Scouts
    2000 HC
    160 Cats

    Farm Population: 20,723

    It has the most kills out off the "Impossible Nuke" which we used(15K axes, 6K LC, or something along those lines). However, this being said, it consists of very little scouts which makes it slightly less versatile so it probably is best to make a few defensive vills which are heavy in scouts later on. As you can see, this way extra speed is enabled due to lack of swords. It makes Stacking much easier.

    There are many purposes for including catapults in the defense. Firstly, it allows you to use fanged fakes(25 cats + 5 scouts). Now, you may ask "Why would you have catapults in a defensive village?" Simple:

    A catapults defense levels:

    General Defence 100
    Cavalry Defence 50
    Defence Archer 100


    Now compare it to a spearmans defense:

    General Defence 15
    Cavalry Defence 45
    Defence Archer 20

    A swords defense:

    General Defence 50
    Cavalry Defence 15
    Defence Archer 40

    An archers defense:

    General Defence 50
    Cavalry Defence 40
    Defence Archer 5

    Now as you can see from the above, the catapult beats every infantry troop in all possible defense sections. Although you can make more infantry troops there's 1 main reason for the catapults. Using TW Plus(World 5 settings), catapults(at level 3 workshop) takes roughly 168 hours to build.

    So 3 sole purposes:

    1) Has a better defense then every infantry unit
    2) My defense above is yet to be beaten
    3) It takes ALOT of building time out from the barracks and stables. This allows you to make the defense quicker and more times. Thus making it far more [u]efficent[u] and usefull.

    Note: The defense also allows you to use the HC strat to a certain extent so aswell as having a very good defense, you can easily switch to using the HC strat. This increases its versatality.


    Barracks Build Time: 219:07
    Stable Build Time: 214:00

    219:07
    214:00
    -------
    005:07

    Similar to the offensive nukes instead with only 5 hours. It shouldn't be much of a problem unless you are in a very heated war playing against the likes of PP, Qwer4ty, AusKilla, Openeye, Miggy, John-Murray, Godsman, Tharagoran etc in which case you'll have to have it done in minute/second differences ;) You will need to be constantly shifting your defenses in D villages around and some will die so having a good build time difference with a defensive nuke is just as important as the offensive village.

    Building Layout + Troop & Farm Population = Puzzle

    Simple really. Providing you follow the layout of the village build near the start of this guide in the future when things get heated up you should be set up nicely for the future. Here's how the pieces of the puzzle fit together:

    Village Points: 9,375
    Remaining farm space after constructed village: 20,723
    Offensive nuke farm population: 20,723
    Defensive nuke farm population: 20,723

    As you can see, after you have your O or D nuke ready with the village fully constructed, there shouldn't even be room for 1 troop of any kind. After this, providing you have a premium account you can group the village with 1 of the following(Taken from W6 Prem guide):

    [Defensive] - Fully built Defensive vill.
    [Defensive_Unm] - Unm = Unmaxed farm.
    [Gold Coins] - Either an offensive or defensive, once you have your village maxed its sole purpose will be to mint coins
    [Nobles] - The village(s) containing the noblemen
    [Offensive] - Fully maxed Offensive vill.
    [Offensive_Unm] - Unm = Unmaxed farm.
    [Scouts] - Scout village consisting only of scouts. Roughly 10k scouts.
    [Under Construction] - Village under construction layout/build wise(Basically all non-9.375k vills)

    Also, I would like to advise/demand everybody plays with a ratio of 2:1 Offensive:Defensive vills. Certainly the newer/in-experienced members. This way we can support each other whilst being safe at the same time. Remember, you cant counter or dodge a noble train.

    If you would like to try out making your own prefered nukes after this(I advise against ;)), you may want to use some/take into consideration some of these tools/facts:

    Here is what you're most likely to come against, ordered from early ingame to abit later on possible stacks. Quick key:

    Defender:(Troops you may/will be facing. Spears:Swords)
    Perfect O: The perfect offense to fight it. Axes:LC:Rams)
    Times to be sent: The amount of times you will be required to send the "Perfect O" in order to clear the village completely.

    Defender: 10000 10000
    Perfect O:6064 3365 215
    Times to be sent: 1.23931

    Defender: 15000 15000
    Perfect O: 6064 3365 215
    Times to be sent: 2.08081

    Defender: 17500 17500
    Perfect O: 5939 3296 295
    Times to be sent: 2.50125

    Defender: 20000 20000
    Perfect O: 5853 3249 350
    Times to be sent: 3.02774

    As for tools, here's what I use/used:

    Unit Calculator: http://en25.twplus.org/calculator/unit/
    Recruit Calculator: http://en25.twplus.org/calculator/recruit/
    Building Calculator: http://en25.twplus.org/calculator/building/

    Now I went and got this proof read by many people as you can see. I am sharing my tactic(s) with the entire tribe. I would appreciate some positive feedback as it has taken me a good 4-5 hours to write(Ask Ac04 ;)). I have let it all out here giving my full and honest opinion on the matter. Whether you choose to follow it or not is your choice but I would advise going for it.

    Remember:

    1) Speed
    2) Efficency
    3) Versatality

    If you have any questions feel free to ask and I will gladly answer it/them.

    Hope it helps,

    Kebabe8.
    the part where you say you should have 2 offensive villages per 1 defensive village...

    shouldn't it be the other way around, otherwise, the next sentence where you say that you can defend against attack properly doesnt make sense.

    Anyways... all in all a very good guide

  11. #31
    kebabe8's Avatar
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    Nope. Aggresion is a part of the game and a big factor to success. Providing you're pretty active and have a standard amount of knowledge, you can play with 2-1 O:D villages. It's really easy to stack between your villages. Especially if you have a cluster. Not to mention the pally speed and the HC strategy for quick support. You then also have villages to counter/send train whilst theirs die
    Catch me & my tribe on W30. Will most likely be my last world too

  12. #32

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    hmmmmmmmm...

    never used that myself but i see why it would work...

  13. #33

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    These are some good guides. But I would like to see guides made by people themselves.

  14. #34
    kebabe8's Avatar
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    I made mine myself :D
    Catch me & my tribe on W30. Will most likely be my last world too

  15. #35

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    Quote Originally Posted by kebabe8 View Post
    I made mine myself :D
    :D:D see everyone i told u he is the best

  16. #36

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    nice guides kebabe sorry for any typos sending this from my iPod

  17. #37
    sugarwater's Avatar
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    i agree great guides.

  18. #38

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    Qwe4rty's Farming Guide:



    Note, this method requires you to have premium.

    I'm playing W26 at the moment, and have currently set up an excel spreadsheet (seen below)



    It is a replication of my 15x15, and the 15x15's surrounding me. Each cell contains either the coordinates of a village or is blank (depending on how it is on the actual map). As you can see its not quite finished. The cell with the yellow square at the center is what I see when I center the map on my original village, and the green border marks the end of my vision on a 15x15 map.

    Clicking on a cell of the village brings up a new tab of my web-browser with an attack of 1 scout, and is already set to be at the confirmation screen of the attack with just one click (ie, see below). No need to fill in coordinates or troop numbers or anything.



    Villages are color coded on the excel spreadsheet based on whether they are easily clear able (light orange), harder to clear (dark orange), high-profit (turquoise), or just consistently empty (no background), etc.

    Whenever I go to farm, I simply figure out how many scouts I have in my village, and then I click on that many cells of the spreadsheet. Once all the attacks are up in the internet browser with the different attacks queued up, its a simple matter of tabbing through them all (ctrl-tab) and clicking the ok button.

    Once I get a scout report, I use the following script created by Allyboo to determine exactly how many light cavalry I need to send to bring back all the resources from the village without sending too many LC (which is a waste of carrying capacity that can be used elsewhere). The script can be found here.

    Now, how do you set this up? It takes a little initial time, but makes your farming runs way more profitable and efficient later down the road.

    First, you need to send a scout to each village you want to farm. Once you have the reports, you need to archive them in a new folder. If you don't, they'll eventually get deleted and the method won't work. Once you've done that, right click on the link that says "Attack again with same troops" and select copy link location (or whatever its called, depends on your browser).

    You should get something that looks like this:


    Each link will be different, and the difference results in the report id (seen at the end). This is why you need to make sure that your reports don't get deleted. Otherwise, the link has nothing to link to, and ends up pointing nowhere.

    In order for this link to work when clicked from an excel spreadsheet or word document or what have you, you need to change the words game.php (colored red above) to staemme.php. This allows you to get to the attack confirmation screen as long as you have an active session (ie, are logged in to tribal wars). Without that, you'd get linked to a page that says something like, "session expired, click here to return to homepage". Once you have that, simply right click on the appropriate cell within excel, and select the hyper link option

  19. #39
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    This is a guide I did basically in an hour because I was pissed off at the tribe I'm in.

    Edit : the script has been moved to the post below so the formatting isn't messed up.

    Okay I can see a few topics in here saying please send support I need help which is very vague and doesn't help anyone especially yourself so I created this guide to help you all!

    The basics

    - Your wall is your best weapon. It will hit your opponent time and time again, not only will the wall certainly kill their troops every time they attack you, it also gives a huge benefit to any troops in your village even if they're support.

    If you ask for support you should have at least a level 10 wall.

    You may ask how can I get this? I'm being constantly attacked!... The first thing you should do is build your hiding place up to level 10. Limiting the resources your attacker can get off you. With these resources being hidden and receiving resources from tribemates a level 15 wall should be easy to get!

    - Troops. Time is key in this game and for this reason why should you only use your barracks to defend you? You should be making catapults, Heavy cavalry and Spearmen all the time. If you only building swordsmen and spearmen you're slowing yourself down.

    Send all your troops away to support a tribemate until you have enough support and your own troops to kill his troops.

    When you sleep at night or even go out for a few hours you should always send your axemen, mounted archers, Light cavalry and Rams away either supporting a tribemate or to attack a far away barbarian village. If you lose these troops you cannot strike back and will be a dead horse.

    This is your most important thing in deciding which troops to use in defence in attack bookmark the link :http://en25.tribalwars.net/help2.php?article=units


    -All units travel at the speed of the lowest unit in the party e.g. 50 spearmen, 50 scouts and 1 nobleman will travel at 25 minutes per field.

    - The most important basic in life and everything is being ahead of the game. I'm going to show you how to figure out what your attacker is sending and what to do when you find out.

    Incomings

    Figuring out what is attacking you is the most important thing about defending. Definitely. If you're messing around and notice that instant an incoming attack I will show you what to do.

    Firstly how do I know someone is attacking me? In the top right corner of your screen next to your farm population and resource totals there would be a crossed swords icon and in bracketts the number of incomings you have e.g. icon(1) - would mean you have 1 incoming.

    Premium users

    It is tremendously easy for you to be one step ahead and figure out who is attacking you in a 100% legal way using this script :

    Code:
    The script is in the 3rd post by me
    I will show you how to use that magic gibberish to the best way you can.

    The preparation

    Step 1 of doing this involves you purchasing a premium account and activating it. For the purpose of this guide I will assume you're a novice.

    Step:1 at the top of your screen there should be a toolbar with the options Log out, Forum, help, settings, premium, ranking etc. Click on settings. This should take you to a screen showing your personal profile. On the left of this there should be a toolbar with these options: profile, Email adress, Settings, Edit quickbar, start over, delete account etc. Click on edit quickbar.

    This step is shown by this picture


    Step2: You should come to a screen with the title in bold "edit quickbar" there should be two links one saying "add new link" the other saying "add line break". Click on "add line break" (this creates another layer underneath your current quickbar for more links to go). Then click on "add new link"



    Step3 : You should come to a new screen and have the options to type in 3 different boxes. You only need "name" and "target-url" for now so ignore "image-url". Type in name whatever you want the incoming renamer to be called. For target url copy the long gibberish (javascript) from the 2nd paragraph under premium users in this guide. (Go up 5 paragraphs)



    When it looks like this click on ok.

    Step4: Underneath your quickbar there will be 3 links next to each other saying "overviews", "map" and "your village name e.g. in my case C-C-Combo breaker!". Click on your village name (C-C-Combo breaker!). There will be 4 or possibly 5 headings "buildings", "production", "units", "your troops" and possibly "incoming troops". Click on either an attack coming towards you or an attack you've sent.



    On this annoying screenshot some of the text covers what I'm clicking on but to clarify it is the blue one with the cancel sign next to it. "(698 199)"

    Step5: You will arrive at a screen like in the picture below. Now remember that link you put in the quickbar? Click on that now if you're at the screen shown below.

    This is a complicated step so if you don't understand mail me!

    Step6: You will come to the screen where you can rename the attack. You will have noticed the attack was only sent a few minutes ago so look down the colum with the title "sent" and look for a new one like "2 minutes ago". This will be the troop incoming so click on "ok" then go back to the screen you can see in the 4th and 7th picture.

    If it looks like none of the attacks label it as axe.


    another complicated step.

    Once you've done this you will have successfully renamed your first attack! and return to the screen as mentionned to see this:



    Okay so now you know what the attack is you have several options.

    If the attack is Axe/sword

    Firstly check the size of your enemy. Is he bigger in points than you? Has he attacked before?

    If he has atttacked before and you know how many troops he has go to the rally point then the simulator and see if you can defeat him.

    My personal suggestion would be to automatically send away all your axemen, rams, light cavalry, mounted archers and noblemen so the player cannot attack those. Send your scouts to the other players village.
    If you have a large defensive army (Equal or above his points in troops and a level 15+ wall) leave your troops in your village.
    If however you don't have many defensive troops you must dodge. Dodging involves sending all your troops away so you don't lose your valuable troops. The attacking player's troops will be able to steal your resources so spend them on buildings and then after he has attacked cancel the assignment and you will get all the resources back.

    Counter attacking

    This is the best defence and you should always ask your tribemates to send there own offensive troops at his village.

    If the attack is ram

    This means that the attack will contain siege weaponary. This will damage your buildings and really hurt you. Stop building offensive troops and build up your wall and keep producing Catapults, heavy cavalry and spearmen. Send a message to all nearby tribemates and allies to send you as much support as possible.

    The rams will travel slowly which will give you time to prepare. Don't leave your offensive troops in no matter what happens. Send them away! Never dodge rams & catapults because they attack your most powerful weapon. The wall.

    If the attack is a nobleman

    This will not be able to take your village in one go so you could dodge to see the enemies strength. Noblemen also take along time to travel so you may be able to rebuild your wall.

    follow more or less the same procedure as for rams.

    /Premium guide over

    I will begin the non premium guide either today or tommorrow. I'm going to review this and see if it needs editing later. I'm burnt out for now.

    ----

    Non-premium guide

    By arrival time I mean the bit where it says "arrival in:" not "arrival:"

    If you don't have a premium account you lose the vital ability to use the script to make renaming the attack much easier or the ability to rename attacks.

    So the only way you can do this is using an excel spreadsheet with a calculator or using pen and paper with a calculator.

    When you see an incoming attack on your screen get to this screen (you can do this by going to the rally point of the village you have an incoming on and clicking on the incoming):



    Let's assume your village is [village](422|260)[/village]. (ignore that you can see what the troops are and you can see the duration.)

    The equation you need to use is Arrival time/number of fields (Arrival time divided by the number of fields). So note down how long it is until the attack arrives (using your paper) so in this case 58:57:17. So you have 1 half of the equation that you need to save for later, now you need to work out the other half of the equation (the number of fields).

    As you can see from the picture the attacker is (694|199) and the defender is (422|260). So to work out the co-ordinates use this method, (the attacker's X co-ordinate - Your X co-ordinate / 694 - 422). This means the village is 272 squares north of your village. ((694 - 422) = 272)

    Now you need to work out they Y difference, so do the same with the Y 260-199 = 61 fields east. (The maths is tricky so contact me if you need help)

    What we know so far


    What we are going to work out know is the black line which is the line the troops travel down. Using dun-dun-dun (dramatic music) pythagoras' theorem.

    This is basically that, the across number (61) squared, added to the up number (272) squared, will equal the diagonal (?) squared. So in formula :

    (61sq) + (272sq) = Diagonalsq

    So lets work this out...

    61sq (Which is 61 multiplied by itself or 61x61) = 3721
    and...
    272sq (Which is 272 x 272) = 73,984

    (fill this into the formula Asq + Bsq = Csq)

    3,721 + 73,984 = Diagonalsq

    77,705 = Diagonalsq - So from here you need to find the diagonal not squared which is Square routing 77,705. Your calculator may or may not have a button to do this so use this calculator http://www.calculator.com/calcs/calc_sci.html

    Type in the answer you got for your own one and press the squared button in the red box


    You should get 278.75616... as an answer. This is the second half to the equation!

    Here is the diagram


    Now put both things into the equation I gave you originally

    (arrival time(in minutes) / number of fields)

    To get 58:57:17 into minutes multiply 58 by 60. (58*60) = 3480

    (3480+57) = 3537

    (3537/278) = 12.72

    And voila! using this table you've discovered which unit is the slowest (Spearmen/Axemen/Archers)



    To summarise : In order to work out quickly what unit is attacking you firstly go to the rally point, secondly click on the attack and write down the arrival time.

    Subtract your X co-ordinate from their X co-ord (scribble that down). Subtract your Y co-ordinate from their y co-ordinate (and scribble that down). Square the two numbers. Add the two squares together. Square root the answer.

    Divide the arrival time you first noticed by the answer you've just found. Compare it on the units table.

    Disclaimer : this was just an example you must add your own numbers in. You will have to consider how long away you've been from the computer when you calculate this.

    Using an excel spread sheet to organise your incomings



    If you have not got premium you can't rename attacks so making an excel spreadsheet like this helps you organise and remember so it becomes second nature to understand what to do.

    I reccomend premium to everyone.
    Last edited by harrythehun : 2009,February 7th at 21:06

  20. #40

    Default

    i have written a startup guide, and a guide for after LC, guide to countering, sniping and fakes (tactics). Unfortunately, unless you will be joining me in W28 you wont be able to see any of these...sucks to be you
    i need a cig

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