What should be a support pack

Noir Knight

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I am just posting this here as I am comparatively new here what should be the combination of troops (sp, sw, ar & hc) to make a unit and send to the effective support of the player.
 

Vanquisher.

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It depends a bit on the situation.
The troops you are mentioning are all the right troops to send for defense so the short answer is yes those.

If you are playing on a world with triple techs it depends a bit on what techs the one you are sending support to has developed to level 3.
as you are limited to only 15 techs you can not get them all to 3 in villages that also need there offensive troops to be level 3.
normally the best strat is to have sp and sw 3 in that situation with the alternative being sp and hc for more expensive but with a faster travel time and a slightly higher production rate.

archers are really strong as well but really expensive slow to build and have one big weakness mounted archers.
if your opponent uses a significant amount of those you are better off not making archers.
 

Trevoll

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I am just posting this here as I am comparatively new here what should be the combination of troops (sp, sw, ar & hc) to make a unit and send to the effective support of the player.
A good combo would be a mix of swordsmen, spearmen, archers, and heavy cavalry.
 

valtheran88

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I don't have access to more details right now, but it is also important that you take travel time to an enemy line into account of hour idea of defensive packets and builds. How fast you might need to shift your defense even in packet form could make a huge difference in how a battle plays out. In all reality there are alot of good answers but no perfect answer.
 

Noir Knight

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sorry for the late reply
I am currently playing in Casual 17 and Casual 14 I was part of tribe Chapter 1 they always had a defense support packet which has the sword, archer, HC.

they encourage us to call it a single def packet and make it in the troop templets.

and drum rollllllll I forgot the numbers.
 

Noir Knight

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I don't have access to more details right now, but it is also important that you take travel time to an enemy line into account of hour idea of defensive packets and builds. How fast you might need to shift your defense even in packet form could make a huge difference in how a battle plays out. In all reality there are alot of good answers but no perfect answer.
for fast support i should use HC only then?
 

Vanquisher.

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for fast support i should use HC only then?
It depends on the distance normally you can just see what gets there in time.
Good to know if you have a knight all your troops walk as quick as your knight.

Also keep in mind sending only hc is really weak and super expensive, if you can save the village it might be worth but in general only HC is a bad idea.
but yeah, lets say some villages get in time with spear and hc and some only with hc you can do both.
 
Last edited:

valtheran88

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A more in depth answer, is your going to want to fall in the standard of 1k packets that is 1k population with spear and sword and archer counting towards 1 pop for each 1 and HC counting as 4 population. So 10 hc is 40 pop of the 1k used and 1 spear 1 sword is 2 population used.

This comes down to defense and build times, the next thing as a standard minimum you should be concerned with is "Defense type" outside of simple research worlds this will be a tad more involved to pin down, but you need a coverage for "Infantry" and "Calvary" as 1 is generally weaker to the other. Below is the copy of the stats on a single HC. Its got ok offensive strength, good general defense(think cats and rams, axes) weak Calvary defense and moderate archer defense.

Battle statistics
Offensive strength​
Offensive strength
150
General Defense​
General Defense
200
Cavalry Defense​
Cavalry Defense
80
Archer Defense​
Archer Defense
180

These are all things you need to worry about planning out your defenses and packet distribution. If you send 20k spears at a village to defense, YES technically you sent 20 packets. Though if you are the only one supporting it as council determined you only needed 20 packets to block the village and they send a general nuke you will use a majority of that defense and walls and need to send more as follows:

Attacker00700002002500003000000
Losses:007000002500003000000
DefenderUnits:20000000000000000
Losses:17048000000000000
Damage by rams:The wall has been damaged and downgraded from level 20 to level 9


You get the following by using what is considered a "Rapid response" defense build, not exactly the strongest defense but fast to build and fast to deploy travel wise.


AttackerUnits:00700002002500003000000
Losses:007000002500003000000
DefenderUnits:12000000000200000000
Losses:6438000000107300000
Damage by rams:The wall has been damaged and downgraded from level 20 to level 13


These are all things to take into consideration, if you send from further out, then peppering archers into your defenses would help as well, as follows:


AttackerUnits:00700002002500003000000
Losses:007000002500003000000
DefenderUnits:7000700006000000000000
Losses:3262326202796000000000
Damage by rams:The wall has been damaged and downgraded from level 20 to level 14


Now I know none of this looks particularly impressive but all 3 examples are using the exact same quantity of population to defend individual attacks. Your benefits and risks will be as follows:


Rapid defense(general focusing spear and hc): These will be fast to send moving at spear speed at slowest, with a higher HC count then a standard defense allowing for stronger emergency stacks with hc, and they are faster to build and rebuild.

Pure infantry build(general focus of the 3 primary infantry groups): Slower to effectively build and tend to travel slower, they are usually better when you start beefing these up in the mid to back range for building stacks, you use rapid defense until the shield wall arrives.


Now these was just some bare minimum on the theories of appropriate defenses, people will have differing opinions and preferences, Personally I prefer my frontline to use a rapid build of:

8k spear
500 sword
300 scouts
1600 hc
50-150 cats

Midline-backline:

6k spear(4k on arch world)
6k sword(4k on arch world)
(4k arch)
300 scouts
900-1100 hc
50-150 cats.


This gives me the maximum snipe opportunities and a forward facing rapid deploy/rebuild force and a stronger backline support to roll in for longer term support.

Early world when you are designating your packets yourself I like to use dynamic groups to create groupings that can send based on farm space and tend to use a varied size 1:1:4 or 1:1:1:4 packet distribution set up. Though I normally use a script if it is not available I create a template for that, very early world (5-30 villages average player size) 100 spear 100 sword 25 hc. Send this from all villages and it should be good, each little over 3 villages sending makes 1 packet. Once I am larger is scale up so that I am sending 1 packet per village per send as that makes things easier.

I usually use the following script that can be found in the scripting forums which does the distribution math for me though.

Code:
javascript:var heavyCav=4;$.getScript('https://dl.dropboxusercontent.com/s/idwa7mmpn6nxl3l/supportSender.js?dl=0');void 0;
 

Noir Knight

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A more in depth answer, is your going to want to fall in the standard of 1k packets that is 1k population with spear and sword and archer counting towards 1 pop for each 1 and HC counting as 4 population. So 10 hc is 40 pop of the 1k used and 1 spear 1 sword is 2 population used.

This comes down to defense and build times, the next thing as a standard minimum you should be concerned with is "Defense type" outside of simple research worlds this will be a tad more involved to pin down, but you need a coverage for "Infantry" and "Calvary" as 1 is generally weaker to the other. Below is the copy of the stats on a single HC. Its got ok offensive strength, good general defense(think cats and rams, axes) weak Calvary defense and moderate archer defense.

Battle statistics
Offensive strength​
Offensive strength
150
General Defense​
General Defense
200
Cavalry Defense​
Cavalry Defense
80
Archer Defense​
Archer Defense
180

These are all things you need to worry about planning out your defenses and packet distribution. If you send 20k spears at a village to defense, YES technically you sent 20 packets. Though if you are the only one supporting it as council determined you only needed 20 packets to block the village and they send a general nuke you will use a majority of that defense and walls and need to send more as follows:

Attacker00700002002500003000000
Losses:007000002500003000000
DefenderUnits:20000000000000000
Losses:17048000000000000
Damage by rams:The wall has been damaged and downgraded from level 20 to level 9


You get the following by using what is considered a "Rapid response" defense build, not exactly the strongest defense but fast to build and fast to deploy travel wise.


AttackerUnits:00700002002500003000000
Losses:007000002500003000000
DefenderUnits:12000000000200000000
Losses:6438000000107300000
Damage by rams:The wall has been damaged and downgraded from level 20 to level 13


These are all things to take into consideration, if you send from further out, then peppering archers into your defenses would help as well, as follows:


AttackerUnits:00700002002500003000000
Losses:007000002500003000000
DefenderUnits:7000700006000000000000
Losses:3262326202796000000000
Damage by rams:The wall has been damaged and downgraded from level 20 to level 14


Now I know none of this looks particularly impressive but all 3 examples are using the exact same quantity of population to defend individual attacks. Your benefits and risks will be as follows:


Rapid defense(general focusing spear and hc): These will be fast to send moving at spear speed at slowest, with a higher HC count then a standard defense allowing for stronger emergency stacks with hc, and they are faster to build and rebuild.

Pure infantry build(general focus of the 3 primary infantry groups): Slower to effectively build and tend to travel slower, they are usually better when you start beefing these up in the mid to back range for building stacks, you use rapid defense until the shield wall arrives.


Now these was just some bare minimum on the theories of appropriate defenses, people will have differing opinions and preferences, Personally I prefer my frontline to use a rapid build of:

8k spear
500 sword
300 scouts
1600 hc
50-150 cats

Midline-backline:

6k spear(4k on arch world)
6k sword(4k on arch world)
(4k arch)
300 scouts
900-1100 hc
50-150 cats.


This gives me the maximum snipe opportunities and a forward facing rapid deploy/rebuild force and a stronger backline support to roll in for longer term support.

Early world when you are designating your packets yourself I like to use dynamic groups to create groupings that can send based on farm space and tend to use a varied size 1:1:4 or 1:1:1:4 packet distribution set up. Though I normally use a script if it is not available I create a template for that, very early world (5-30 villages average player size) 100 spear 100 sword 25 hc. Send this from all villages and it should be good, each little over 3 villages sending makes 1 packet. Once I am larger is scale up so that I am sending 1 packet per village per send as that makes things easier.

I usually use the following script that can be found in the scripting forums which does the distribution math for me though.

Code:
javascript:var heavyCav=4;$.getScript('https://dl.dropboxusercontent.com/s/idwa7mmpn6nxl3l/supportSender.js?dl=0');void 0;
This is quite helpful post I want this explanation exactly ☺️

Thanks a lot for the same I really appreciate it .
 

prdscxl

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Hey @Noir Knight and everyone,


Great discussion here! There’s already been some excellent advice shared, but I thought I’d throw in my two cents based on experience, especially since you mentioned you're playing on Casual 14 & 17 and looking for that "defense packet template."

Standard Defense Packets (Balanced Template):

The commonly accepted defensive packet (often used in tribe standards) balances survivability and rebuild times. One solid example could look like this:
  • 6,000 Spearmen (SP)
  • 6,000 Swordsmen (SW)
  • 4,000 Archers (AR)
  • 1,000 Heavy Cavalry (HC)
This totals approximately 30,000 population (adjust as needed), and the mix gives great all-around defense:
  • Spears & Swords: Strong against cavalry and infantry nukes.
  • Archers: Cover weaknesses vs cavalry, but vulnerable to mounted archers.
  • HC: Faster, good general defense, and they can snipe or reach key villages quicker.
Why this mix works:
  • Fast Rebuild: Spears and swords are relatively cheap and quick to train.
  • Coverage: Archers provide extra balance, especially if you expect cavalry-heavy attacks.
  • Mobility: HC improves reaction time when repositioning defenses or plugging gaps.
For Emergency Fast Support (Quick Response Packets):

When time is tight, yes, HC-only packets (or HC + minimal spears) are viable:

Example:
  • 1,500 HC
  • Optional: 500 Spears (adds a bit more defense without slowing too much)
However, HC-only support is expensive, and as others rightly pointed out, won't hold well against heavy nukes without walls or other supporting troops.

Pro Tip: Since you mentioned troop templates, I suggest setting up a few in advance:
  1. Standard Full Packet (SP+SW+AR+HC)
  2. Quick Response Packet (HC-focused)
  3. Mini-Packet (For early game, smaller villages or emergency fill-ins)
Tech Consideration (Triple Tech Worlds): As @Vanquisher. mentioned, tech levels matter. Generally, prioritizing Level 3 Spears + Swords is safest, followed by HC/Archers depending on tribe strategy and what's available in nearby villages.
 

Olve

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This is just plain wrong... He is asking what a packet is (which is a population of defense) that is used to send out to long-term stacks, to reduce build time of troops when said troops die.

Ex:
You take 20 villages, send 1000population of defence into 1 stack, that stack gets killed, you rebuild defence in 24 hours, the nuke needs 14 days to rebuild, as that nuke is 20k population in 1 village instead.
A normal package will just be 1000 population, so like 500sp/500sw.
HeavyCavalry is 6 population, but has the defensive strength of 4 swords, so is counted as 4 population in a packet. So using HC instead of Swords, it becomes 500sp/125hc.
 

prdscxl

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This is just plain wrong... He is asking what a packet is (which is a population of defense) that is used to send out to long-term stacks, to reduce build time of troops when said troops die.

Ex:
You take 20 villages, send 1000population of defence into 1 stack, that stack gets killed, you rebuild defence in 24 hours, the nuke needs 14 days to rebuild, as that nuke is 20k population in 1 village instead.
A normal package will just be 1000 population, so like 500sp/500sw.
HeavyCavalry is 6 population, but has the defensive strength of 4 swords, so is counted as 4 population in a packet. So using HC instead of Swords, it becomes 500sp/125hc.
Thank you for clarification, that makes sense!

Standard Packet Example

  • 1,000 Population Packets:
    • 500 Spearmen (SP) = 1 pop per unit → 500 pop
    • 500 Swordsmen (SW) = 1 pop per unit → 500 pop
      Total = 1,000 population per packet
This makes it extremely easy to calculate how many packets you’re sending to a stack and how fast you can rebuild.

Using Heavy Cavalry (HC) in Packets

Since HC = 6 population each, but defensively equals roughly 4 swords in strength, many players use HC to reduce queue times:
  • 500 SP + 125 HC = 1,000 population packet
This is especially useful when:
  • You want to free up farm space faster.
  • You have smithy upgrades that favor HC.
  • You prefer faster movement speed for repositioning defense later.

Why Packets Matter

  • Easier to track losses & plan rebuild.
  • Prevents long idle periods waiting for troop queues to finish.
  • Allows stacking key villages with small but consistent defensive chunks spread across your account, keeping production efficient.

Summary Template Example

Unit TypeQuantityPop UsageNotes
Spearmen500500Basic meatshield, counters cavalry
Swordsmen500500Strong vs infantry, pairs well with Spears
OR
Spearmen500500
Heavy Cav125750Reduces queue time, adds mobility, pop = 1k
 

Noir Knight

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with both your explanation i made some things that is 600 pop.

Support Pack will constitute of 600 farm population-

CONFIGURATION - GENERAL

Spear - 100 UNITS
Sword - 100 UNITS
Archer - 100 UNITS
HC - 50 UNITS

CONFIGURATION - GENERAL (WITHOUT ARCHERS)

Spear - 150 UNITS
Sword - 150 UNITS
HC - 50 UNITS

CONFIGURATION - HIGH SPEED

HC - 100 UNITS

CONFIGURATION - SPEED

Spear - 300 UNITS
HC - 50 UNITS


what do you think i can improve upon i see now days playes attack with at least 500 mounted archers so i made one with with keeping that in mind.

are my packet too small ?
 

Olve

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Can work if your account is large enough, but beware your packets are very infantry heavy.
Packets should reflect a percentage of your DVil setup, so calculate 600 or 1000pop of your current DVil splits between the different defence troops.

Just remember you need to get out 20k population, and in general stacks need to be 60k population to be effective
 

G33K33

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Thank you for clarification, that makes sense!

Standard Packet Example

  • 1,000 Population Packets:
    • 500 Spearmen (SP) = 1 pop per unit → 500 pop
    • 500 Swordsmen (SW) = 1 pop per unit → 500 pop
      Total = 1,000 population per packet
This makes it extremely easy to calculate how many packets you’re sending to a stack and how fast you can rebuild.

Using Heavy Cavalry (HC) in Packets

Since HC = 6 population each, but defensively equals roughly 4 swords in strength, many players use HC to reduce queue times:
  • 500 SP + 125 HC = 1,000 population packet
This is especially useful when:
  • You want to free up farm space faster.
  • You have smithy upgrades that favor HC.
  • You prefer faster movement speed for repositioning defense later.

Why Packets Matter

  • Easier to track losses & plan rebuild.
  • Prevents long idle periods waiting for troop queues to finish.
  • Allows stacking key villages with small but consistent defensive chunks spread across your account, keeping production efficient.

Summary Template Example

Unit TypeQuantityPop UsageNotes
Spearmen500500Basic meatshield, counters cavalry
Swordsmen500500Strong vs infantry, pairs well with Spears
OR
Spearmen500500
Heavy Cav125750Reduces queue time, adds mobility, pop = 1k
Are you just using ChatGPT for your answers? I noticed your posts on forum lately and they are somehow structured but are mostly just plain wrong.
 

prdscxl

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Are you just using ChatGPT for your answers? I noticed your posts on forum lately and they are somehow structured but are mostly just plain wrong.
Hey, AI is a great assistant but no! Indeed, we discussed this on Discord and figured that we will have to update content throughout forum to ensure latest data for latest worlds is shown. Old content that is outdated should be marked as Outdated.

Thank you @G33K33
 

Olve

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Hey, AI is a great assistant but no! Indeed, we discussed this on Discord and figured that we will have to update content throughout forum to ensure latest data for latest worlds is shown. Old content that is outdated should be marked as Outdated.

Thank you @G33K33
Updating content requires new guides to improve on the old guides, and most guides are still relevant & correct, as this game stays 99% the same at its core.

(Your AI generated guides are not a way to update and improve on content)
 

valtheran88

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Updating content requires new guides to improve on the old guides, and most guides are still relevant & correct, as this game stays 99% the same at its core.

(Your AI generated guides are not a way to update and improve on content)
Especially when its not being fed or spitting out complete information, or even fully accurate information.
 
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