Level 10 Turrets
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Max speed Cats may. Lets me check the numbers and I'll get back to you.
Re: Level 10 Turrets
at 123 speed total my cavalry move 750 spots per turn
field length with 10 turrets is 1350.
hit first turret in 1 turn?
move on to each row.
cat speed: unable to check but its like 300 i believe.
my tech is 8 marching.
so theyd be able to move 600 spots in two turns (the catapults)
range is 800.
you'd be able to hit last row.
right?
field length with 10 turrets is 1350.
hit first turret in 1 turn?
move on to each row.
cat speed: unable to check but its like 300 i believe.
my tech is 8 marching.
so theyd be able to move 600 spots in two turns (the catapults)
range is 800.
you'd be able to hit last row.
right?
Re: Level 10 Turrets
Yes. You are way off in your speed figures.
A battle with max Shooting L10 turrets will have a field of 1350, that much was correct.
A max range Cat has a total effective distance of 960. That is only a difference of 390-ish distance for that Cat to be able to land a shot on the back row of turrets.
I say "ish" because I have not bothered to see what the distance for each turret row is in relation to the field. Logic says that the +300 to field length is to make up for the three rows assigned to wall defenses, so lets say that each row stands at 100 from one another.
Assuming the last row will be at the actual 1,350 marker, then row 1 should be at 1,150, row 2 at 1,250, and row 3 at max distance.
A max speed Cat will travel 138 each turn. With the effective range included, that Cat will hit the first row of turrets in turn 2 (960 + 138 = 1,098). Since the Cavs will be hitting at 873 (825 speed + 48 range), both your Cavs and Cats will be dealing their damage to the first row of turrets on the second turn.
The Cats will not be able to do their damage to the first row if you had enough Cav to take that row out, but if your number of horses is not that high, you better move those guns forward to give them their propper back up. Again, this is assuming I am correct about the location of the turrets on the field.
So in a way, you and I both are correct depending on the number of Cavs the attacker brings to the battle. Big numbers = Cats wont get to do much, mid to small numbers = Cats being a necesity to preserve more horses.
A battle with max Shooting L10 turrets will have a field of 1350, that much was correct.
A max range Cat has a total effective distance of 960. That is only a difference of 390-ish distance for that Cat to be able to land a shot on the back row of turrets.
I say "ish" because I have not bothered to see what the distance for each turret row is in relation to the field. Logic says that the +300 to field length is to make up for the three rows assigned to wall defenses, so lets say that each row stands at 100 from one another.
Assuming the last row will be at the actual 1,350 marker, then row 1 should be at 1,150, row 2 at 1,250, and row 3 at max distance.
A max speed Cat will travel 138 each turn. With the effective range included, that Cat will hit the first row of turrets in turn 2 (960 + 138 = 1,098). Since the Cavs will be hitting at 873 (825 speed + 48 range), both your Cavs and Cats will be dealing their damage to the first row of turrets on the second turn.
The Cats will not be able to do their damage to the first row if you had enough Cav to take that row out, but if your number of horses is not that high, you better move those guns forward to give them their propper back up. Again, this is assuming I am correct about the location of the turrets on the field.
So in a way, you and I both are correct depending on the number of Cavs the attacker brings to the battle. Big numbers = Cats wont get to do much, mid to small numbers = Cats being a necesity to preserve more horses.
Re: Level 10 Turrets
Meta, just assuming all of your numbers are correct (I trust you more than me, so I'm sure they are), wouldn't you want to move your cats forward even if you have a high number of cav as your cav would take out row 2 of turrets on turn 3 and your cats would be able to hit row 3 of turrets on turn 3?
Sequence going something like this:
Turn 1:
Cav forward 825 (with range of 48...hits nothing, gets hit by turrets)
Cat forward 138 (with range of 960...hits nothing, doesn't get hit)
Turn 2:
Cav forward 325 (stopped from going farther by 1st row of turrets, takes out first row of turrets, gets hit by row 2 and 3 of turrets)
Cat forward 138 (now forward 276 with range of 960 = total hit capability at 1,236, can't quite hit 2nd row of turrets, first row already taken out by cav, doesn't get hit by any turrets)
Turn 3:
Cav forward 100 (assumes turrets are 100 away from each other, takes out 2nd row of turrets)
Cat forward 138 (now forward 414 with range of 960 = total hit capability at 1,374 which means they would take out row 3 of turrets)
So it seems like you would definitely want to move cats forward with cav to prevent turrets from having an extra turn to hit your cav at the end of round 3. Right?
Sequence going something like this:
Turn 1:
Cav forward 825 (with range of 48...hits nothing, gets hit by turrets)
Cat forward 138 (with range of 960...hits nothing, doesn't get hit)
Turn 2:
Cav forward 325 (stopped from going farther by 1st row of turrets, takes out first row of turrets, gets hit by row 2 and 3 of turrets)
Cat forward 138 (now forward 276 with range of 960 = total hit capability at 1,236, can't quite hit 2nd row of turrets, first row already taken out by cav, doesn't get hit by any turrets)
Turn 3:
Cav forward 100 (assumes turrets are 100 away from each other, takes out 2nd row of turrets)
Cat forward 138 (now forward 414 with range of 960 = total hit capability at 1,374 which means they would take out row 3 of turrets)
So it seems like you would definitely want to move cats forward with cav to prevent turrets from having an extra turn to hit your cav at the end of round 3. Right?
Re: Level 10 Turrets
as said above where they say the only 1k loss of cavs, that only works if you have 12-13k cavs rushing, otherwise you will lose more than just 1k. Also its best to pick targets without the turrents, cause sometimes you can wipe 2k cats and get no prestige do to the amount of you lost by being hit by their cavs and turrents.. Best to lure them, let the battle come to you so you have the home field advantage=)
Squirtle13@hotmail.com
Republic
Republic
Re: Level 10 Turrets
If you are anything like me, a safe practice for you to attack anyone 14 (maybe even 13) and higher is to send a lone Sword ahead of your army to Scout the player out for you. Even if the player has L10 Scout, you will be able to gather a ton of info from the Battle Report...
- Number of defenses
- Wall defense levels
- Possible Speed (if there are any troops on his end)
- Reaction activity
- Possible Attack/Defense (if number of troops are low enough for you to extrapolate damage, though this one is very hard, maybe even impossible, to determine accurately)
...and so on. So even if you have a full Cav army, always have 1-5 Swords to sacrifice on Scout maneuvers. This practice is a lot safer than sending full armies ahead as players at those levels start getting L9 and 10 Techs and max treasures. Those slight variation of numbers can really be the tipping factor in a battle.
If you see a player with 15 L8+ turrets, it probably will be a good idea for you to simply look for another target unless you have a massive army as your losses will dramatically reduce the amount of pres you will get (if any), and the time to rebuild those troops alone will bring your gaming to a screeching halt.
- Number of defenses
- Wall defense levels
- Possible Speed (if there are any troops on his end)
- Reaction activity
- Possible Attack/Defense (if number of troops are low enough for you to extrapolate damage, though this one is very hard, maybe even impossible, to determine accurately)
...and so on. So even if you have a full Cav army, always have 1-5 Swords to sacrifice on Scout maneuvers. This practice is a lot safer than sending full armies ahead as players at those levels start getting L9 and 10 Techs and max treasures. Those slight variation of numbers can really be the tipping factor in a battle.
If you see a player with 15 L8+ turrets, it probably will be a good idea for you to simply look for another target unless you have a massive army as your losses will dramatically reduce the amount of pres you will get (if any), and the time to rebuild those troops alone will bring your gaming to a screeching halt.
Re: Level 10 Turrets
Well i completely screwed this topic up >.<
Re: Level 10 Turrets
Yoderman wrote:the cats cant move into range by the time your cavalry reach the last row of turrets. correct me if i'm wrong?
Depends.
1. Speed of fastest troop, but whether the cats can hit before cav on turrets depends on field length. For ex. If someone has lv 10 turrets, the field will be too big for the cats to hit on first turn. (i have screen shots of cats hitting turrets on first turn too so it is possible, but not against lv 10 turrets. took it myself)
Field length=highest range+rangetech+300. lv 10 turrets max range is 1050(range for turrets go up by 50 per level starting at 600 for level 1). 1050+300 (i'll screen shot a field like this next time I see it, if asked, i'll post these two ss). cats will have to move twice to hit the first row of turrest in this case in which speed of troops will determine which unit goes first. May have to move much more if speed or range tech is low and if the field length is really long. This formula will also explain why sometimes traps are on your half of the field or the field is really short when no range is involved.
2. Cats will never be faster than cav. Units get a +1% boost per point in speed, tech adds 3% per level in marching speed, and 45% bonus for max equips. Say a person has 100 points in speed, max equips, and max techs (for a cat unit) and the cav unit doesn't matter for this example. 50(cat speed)+175%=137.5. That's it's movement in battle as well. The minimum speed listed under troops in the barracks for cavalry is 300 regardless of it's speed boost. meaning cav will always go before cat. Same even if target is within both of their range.
3. However, if you have archers, they will move after cav, but even on large fields, they can hit the first row of turrets on first move and in my experience, always hit turrets before being struck. Especially if you're using cav as meatshields that are about to slam them. This would look like, after troops are gone:
turn one-
--cav move forward, not far enough to hit lv 10 turrets because of field length.
--archers move forward and if there's enough archers, will obliterate the first row of turrets.
--Enemy turrets now fire on cavalry, but the first row are already gone.
Turn two-
--Cav move forward and take out a row of turrets.
--archers finish them.
(all considering if you have enough cavs and archers to survive the turrets attacking and to destroy an entire row in one move)
(nobody in their right mind would try to take a lv 10 fort without cats btw, The cats may not even need to be involved in anything other than the troops though, to minimize losses)
I however have never been in my right mind and will soon be trying to take a lv 10 fort without cats and with minimal damage with this cav/archer combo. ^^
This help? I know a lot was mentioned earlier. I added some, hope I didn't confuse anyone or even worse, myself. XD
The well bred contradict other people. The wise contradict themselves~Wilde
People seem not to see that their opinion of the world is also a confession of character~Emerson
RAGNAROK_5 S102
Advanced Guide
Prestige Chart
Crops/Scouting
People seem not to see that their opinion of the world is also a confession of character~Emerson
RAGNAROK_5 S102
Advanced Guide
Prestige Chart
Crops/Scouting
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