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.
A good combo would be a mix of swordsmen, spearmen, archers, and heavy cavalry.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.
for fast support i should use HC only then?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.
It depends on the distance normally you can just see what gets there in time.for fast support i should use HC only then?
Battle statistics | ||
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Offensive strength |
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General Defense |
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Cavalry Defense |
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Archer Defense |
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Attacker | 0 | 0 | 7000 | 0 | 200 | 2500 | 0 | 0 | 300 | 0 | 0 | 0 | 0 | |
Losses: | 0 | 0 | 7000 | 0 | 0 | 2500 | 0 | 0 | 300 | 0 | 0 | 0 | 0 | |
Defender | Units: | 20000 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Losses: | 17048 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Damage by rams: | The wall has been damaged and downgraded from level 20 to level 9 |
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Attacker | Units: | 0 | 0 | 7000 | 0 | 200 | 2500 | 0 | 0 | 300 | 0 | 0 | 0 | 0 |
Losses: | 0 | 0 | 7000 | 0 | 0 | 2500 | 0 | 0 | 300 | 0 | 0 | 0 | 0 | |
Defender | Units: | 12000 | 0 | 0 | 0 | 0 | 0 | 0 | 2000 | 0 | 0 | 0 | 0 | 0 |
Losses: | 6438 | 0 | 0 | 0 | 0 | 0 | 0 | 1073 | 0 | 0 | 0 | 0 | 0 |
Damage by rams: | The wall has been damaged and downgraded from level 20 to level 13 |
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Attacker | Units: | 0 | 0 | 7000 | 0 | 200 | 2500 | 0 | 0 | 300 | 0 | 0 | 0 | 0 |
Losses: | 0 | 0 | 7000 | 0 | 0 | 2500 | 0 | 0 | 300 | 0 | 0 | 0 | 0 | |
Defender | Units: | 7000 | 7000 | 0 | 6000 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Losses: | 3262 | 3262 | 0 | 2796 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Damage by rams: | The wall has been damaged and downgraded from level 20 to level 14 |
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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 exactlyA 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![]()
150 General Defense![]()
200 Cavalry Defense![]()
80 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:
Attacker 0 0 7000 0 200 2500 0 0 300 0 0 0 0 Losses: 0 0 7000 0 0 2500 0 0 300 0 0 0 0 Defender Units: 20000 0 0 0 0 0 0 0 0 0 0 0 0 Losses: 17048 0 0 0 0 0 0 0 0 0 0 0 0
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.
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Attacker Units: 0 0 7000 0 200 2500 0 0 300 0 0 0 0 Losses: 0 0 7000 0 0 2500 0 0 300 0 0 0 0 Defender Units: 12000 0 0 0 0 0 0 2000 0 0 0 0 0 Losses: 6438 0 0 0 0 0 0 1073 0 0 0 0 0
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:
Attacker Units: 0 0 7000 0 200 2500 0 0 300 0 0 0 0 Losses: 0 0 7000 0 0 2500 0 0 300 0 0 0 0 Defender Units: 7000 7000 0 6000 0 0 0 0 0 0 0 0 0 Losses: 3262 3262 0 2796 0 0 0 0 0 0 0 0 0
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;
Thank you for clarification, that makes sense!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.
Unit Type | Quantity | Pop Usage | Notes |
---|---|---|---|
Spearmen | 500 | 500 | Basic meatshield, counters cavalry |
Swordsmen | 500 | 500 | Strong vs infantry, pairs well with Spears |
OR | |||
Spearmen | 500 | 500 | |
Heavy Cav | 125 | 750 | Reduces 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.Thank you for clarification, that makes sense!
Standard Packet Example
This makes it extremely easy to calculate how many packets you’re sending to a stack and how fast you can rebuild.
- 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
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:
This is especially useful when:
- 500 SP + 125 HC = 1,000 population packet
- 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 Type Quantity Pop Usage Notes Spearmen 500 500 Basic meatshield, counters cavalry Swordsmen 500 500 Strong vs infantry, pairs well with Spears OR Spearmen 500 500 Heavy Cav 125 750 Reduces queue time, adds mobility, pop = 1k
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.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.
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.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
Especially when its not being fed or spitting out complete information, or even fully accurate information.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)