Pally progress?

DeletedUser

Guest
hah i beats gorth:icon_eek:


67 % on item number 2 :icon_twisted:
 

DeletedUser

Guest
I logged in today and i got a report saying that my pally found the HC weapon.:icon_surprised:

lol
 

DeletedUser51338

Guest
wazzup12330 said:
Quote:

Catapult Strategy

I have been using this strategy for a long time but i thought i would share my knowledge with everyone else so they can also learn and share with other players. while catapults are quite slow to build they have one of the largest total attack and defense of all units, but wait i hear you saying. what about farm space they take up?
If you build no barracks or stable you can dramatically raise your farm space, also as they can be used in defense and attack, you should never have a full farm but constantly using them to attack. Then while they are not attacking they are a great defensive unit!
This means that you have twice the defense and twice the offense of a normal village build, they are slightly less effective than the usual nuke or the normal 10k sword and spear defense but instead of getting 1 attack and one defense village you gain 2 attack and 2 defense villages essentially doubling your troop usage.
The 2750 catapult build lets you disable a fully built 10k village by taking the farm and HQ to level 1 in a single shot. Very useful for long range targets or if you don't have the nobles ready. Just imagine you want to take out a 10mio point tribe all clustered together. You can demolish the middle villages so they can't build defense while you noble them from the outside.
Another great point about them is they can take out a players wall and not need any rams to go with them. They are the only unit you need to build, and if you don't believe me here are some stats to back it up:
As attacker

Code:
AttackerUnits: 0 0 0 0 0 0 0 0 0 2600 0 0
Losses: 0 0 0 0 0 0 0 0 0 2242 0 0

DefenderUnits: 20000 0 0 0 0 0 0 0 0 0 0 0
Losses: 20000 0 0 0 0 0 0 0 0 0 0 0

Damage by catapults: The building has been damaged and downgraded from level 20 to level 0
The nuke kills 20k spears with ease!


Now lets see how they defend
Code:
AttackerUnits: 0 0 17000 0 0 0 0 0 0 0 0 0
Losses: 0 0 17000 0 0 0 0 0 0 0 0 0

DefenderUnits: 0 0 0 0 0 0 0 0 0 2750 0 0
Losses: 0 0 0 0 0 0 0 0 0 2329 0 0
They can kill a total of 17k axes, and that's only for one village. As every one of your villages will contain these units it is easy just stack them together when under attack to make a super defense. Then right after that they can counter attack the player.


Code:
Attacker Units: 0 0 18000 0 0 0 0 0 250 0 0 0
Losses: 0 0 18000 0 0 0 0 0 250 0 0 0

Defender Units: 0 0 0 0 0 0 0 0 0 8250 0 0
Losses: 0 0 0 0 0 0 0 0 0 2534 0 0

Damage by rams: The wall has been damaged and downgraded from level 20 to level 17
That is one of the most powerful nukes in the game getting smashed by only 3 catapult villages!


*statistics were calculated with a 25% luck, changing of luck may vary the results


This strategy is most effective when you tell it to all surrounding players, for best results don't actually use it yourself.
I think we all know how awesome cat def is

I have a few problems with this:

1st point: As attacker

The spears weakest area is general defence (barracks and workshop units) and this is best case scenario of 25+ luck with no wall.
Here is a breakdown of the defensive power over pure attacks from each unit working off the different levels:

Level 1:
General Defence(GD): 300,000
Cavalry Defence(CD): 900,000

Catapult Attack power 0% luck: 260,000[not enough to kill the spears]
Catapult Attack power 25% luck: 325,000

Ratio for 0% luck: 1.15
Ratio for 25% luck: 0.92

1 being the number necessary to take out the spears. The difference between the ratio and 1(to rephrease: take the ratio number from 1) gives the effectiveness of the attack. + number being a good result and - being a bad result

If you increase the level of both respectively then you might expect the Gap between them ratio wise will increase. But this is not the case.

Level 2:
General Defence(GD): 380,000
Cavalry Defence(CD): 1,120,000

Catapult Attack power 0% luck: 325,000 [not enough to kill the spears]
Catapult Attack power 25% luck: 406,250

Ratio for 0% luck: 1.17
Ratio for 25% luck: 0.94

Level 3:
General Defence(GD): 420,000
Cavalry Defence(CD): 1,260,000

Catapult Attack power 0% luck: 364,000 [not enough to kill the spears]
Catapult Attack power 25% luck: 455,000

Ratio for 0% luck: 1.15
Ratio for 25% luck: 0.92

If you put it up against swords or HC it would be crushed with minimal losses. Catapults are not meant to be in pure builds. They are meant to be accompanied by a strong offensive force. This means axe, LC and ram. The less powerful the nuke you send the less effective the catapults. Their power is determined not by the number you see (100 on level 1) but the power divided by the population and since they take up 8 population each they are not as strong as they first seem. Same with HC. High population and not much return. Only advantage is they are quick and can defend as well as attack(they don't do either well).


2nd point: Defending

You say that it can kill 17000 axe when defending with 2750 catapults.
If you run that in the sim again it is very best case scenario. Level 20 wall with 2750 catapults against 17000 axe with no rams getting -25% luck :S (who builds that nuke?) Time for more math methinks.

Level 1:
General Defence(GD): 569,250
Cavalry Defence(CD): 284,625

17K Axe Attack power 0% luck: 680,000[not enough to kill the spears]
Catapult Attack power -25% luck: 510,000

Ratio for 0% luck: 0.84
Ratio for -25% luck: 1.12


Level 2:
General Defence(GD): 711,563
Cavalry Defence(CD): 370,013

17K Axe Attack power 0% luck: 850,000[not enough to kill the spears]
Catapult Attack power -25% luck: 637,500

Ratio for 0% luck: 0.84
Ratio for -25% luck: 1.12


Level 3:
General Defence(GD): 786,600
Cavalry Defence(CD): 398,475

17K Axe Attack power 0% luck: 952,000[not enough to kill the spears]
Catapult Attack power -25% luck: 714,000

Ratio for 0% luck: 0.83
Ratio for -25% luck: 1.10

As you can see above on normal conditions (0% luck) the axes win every time against this defence. Axe aren't even that strong against catapults. If you had a standard nuke with some LC and rams thrown in there, it would be no competition.

There is no way a player that plays this way against the catapults would make it past 500 points.

Strategy FAIL
 

DeletedUser

Guest
97%, should get the weapon with the next update, cos another noble target suicided on me. :icon_razz:

/crosses fingers.
 

DeletedUser

Guest
I have a few problems with this:

1st point: As attacker

The spears weakest area is general defence (barracks and workshop units) and this is best case scenario of 25+ luck with no wall.
Here is a breakdown of the defensive power over pure attacks from each unit working off the different levels:

Level 1:
General Defence(GD): 300,000
Cavalry Defence(CD): 900,000

Catapult Attack power 0% luck: 260,000[not enough to kill the spears]
Catapult Attack power 25% luck: 325,000

Ratio for 0% luck: 1.15
Ratio for 25% luck: 0.92

1 being the number necessary to take out the spears. The difference between the ratio and 1(to rephrease: take the ratio number from 1) gives the effectiveness of the attack. + number being a good result and - being a bad result

If you increase the level of both respectively then you might expect the Gap between them ratio wise will increase. But this is not the case.

Level 2:
General Defence(GD): 380,000
Cavalry Defence(CD): 1,120,000

Catapult Attack power 0% luck: 325,000 [not enough to kill the spears]
Catapult Attack power 25% luck: 406,250

Ratio for 0% luck: 1.17
Ratio for 25% luck: 0.94

Level 3:
General Defence(GD): 420,000
Cavalry Defence(CD): 1,260,000

Catapult Attack power 0% luck: 364,000 [not enough to kill the spears]
Catapult Attack power 25% luck: 455,000

Ratio for 0% luck: 1.15
Ratio for 25% luck: 0.92

If you put it up against swords or HC it would be crushed with minimal losses. Catapults are not meant to be in pure builds. They are meant to be accompanied by a strong offensive force. This means axe, LC and ram. The less powerful the nuke you send the less effective the catapults. Their power is determined not by the number you see (100 on level 1) but the power divided by the population and since they take up 8 population each they are not as strong as they first seem. Same with HC. High population and not much return. Only advantage is they are quick and can defend as well as attack(they don't do either well).


2nd point: Defending

You say that it can kill 17000 axe when defending with 2750 catapults.
If you run that in the sim again it is very best case scenario. Level 20 wall with 2750 catapults against 17000 axe with no rams getting -25% luck :S (who builds that nuke?) Time for more math methinks.

Level 1:
General Defence(GD): 569,250
Cavalry Defence(CD): 284,625

17K Axe Attack power 0% luck: 680,000[not enough to kill the spears]
Catapult Attack power -25% luck: 510,000

Ratio for 0% luck: 0.84
Ratio for -25% luck: 1.12


Level 2:
General Defence(GD): 711,563
Cavalry Defence(CD): 370,013

17K Axe Attack power 0% luck: 850,000[not enough to kill the spears]
Catapult Attack power -25% luck: 637,500

Ratio for 0% luck: 0.84
Ratio for -25% luck: 1.12


Level 3:
General Defence(GD): 786,600
Cavalry Defence(CD): 398,475

17K Axe Attack power 0% luck: 952,000[not enough to kill the spears]
Catapult Attack power -25% luck: 714,000

Ratio for 0% luck: 0.83
Ratio for -25% luck: 1.10

As you can see above on normal conditions (0% luck) the axes win every time against this defence. Axe aren't even that strong against catapults. If you had a standard nuke with some LC and rams thrown in there, it would be no competition.

There is no way a player that plays this way against the catapults would make it past 500 points.

Strategy FAIL


Why does everyone kill my jokes in the most terrible ways?

55% to the second one
 

DeletedUser

Guest
got my second weapon.... and it was the axe bad boy!! i got axe a nd ram weapon no xD
 
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