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Hints n Tips + Extras Complation (not yet finished)

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SSpartann

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Post Sat Jan 22, 2011 2:28 am

Re: Hints n Tips + Extras Complation (not yet finished)

kaede-ds wrote:Yes shooting ain't that high in priority. It does make a difference if there is a difference of about 3 or more lvs. But otherwise I'd go with lv 8 until others are maxed out. IMHO scouting Lv 10 is more important than marching. What makes a person less inclined to attack someone is if you can't see his stats.

Lv 10 turrets are good but its not necessary until later stages because they are for defense and you should focus more on offense in the early stages. Plus, they are VERY expensive too.

My priority would be Scout, Marching, Planting, Shooting/Attack/Defense, Turret


If you max your marching and speed then your opponent's stats are not as important and you could also send a suicide cav to probe and get speed and city deffences which is just as good as a scout
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Yodac

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Post Sat Jan 22, 2011 2:30 am

Re: Hints n Tips + Extras Complation (not yet finished)

and if you think they might move their city, send 1 cat to their city to prevent it from moving.
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kaede-ds

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Post Thu Jan 27, 2011 1:18 pm

Re: Hints n Tips + Extras Complation (not yet finished)

Yodac wrote:and if you think they might move their city, send 1 cat to their city to prevent it from moving.


Needs more explanation than just that.

A city with
1.troops building
2.Buidlings, techs upgrading
3.troops on hunt
4.troops attacking
5.under attack

cannot move his city to another spot on the map. They must be finished before being able to do so. Therefore sending one cat(which is slow in moving) to attack the city will prevent him from moving it.

Something extra. All attacks initiated before refuse war is applied is considered effective. You will still be attacked by those before WR is implemented.
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Ownster

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Post Thu Jan 27, 2011 1:31 pm

Re: Hints n Tips + Extras Complation (not yet finished)

I know that I'm not gonna post evey little tip
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kaede-ds

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Post Tue Feb 15, 2011 6:32 am

Re: Hints n Tips + Extras Complation (not yet finished)

Ownster wrote:I know that I'm not gonna post evey little tip


I'll spoil the game for you guys.

Reset your stats and adjust speed such that your Catapults move between 95-99 per turn to clear turrets without damage.

ES YOU SEE KAY EYE TEE
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Nathan05

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Post Tue Feb 15, 2011 8:45 am

Re: Hints n Tips + Extras Complation (not yet finished)

kaede-ds wrote:
Ownster wrote:I know that I'm not gonna post evey little tip


I'll spoil the game for you guys.

Reset your stats and adjust speed such that your Catapults move between 95-99 per turn to clear turrets without damage.

ES YOU SEE KAY EYE TEE



yeah but this isnt practical in a real battle as the defender will out speed you and beat you therefore making this tactic a little unpracttical unless the other persons speed sucks
how do you let people know if your hot cakes are selling well?

Nathan05
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musica22

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Post Wed Feb 16, 2011 12:32 pm

Re: Hints n Tips + Extras Complation (not yet finished)

Nathan05 wrote:
kaede-ds wrote:
Ownster wrote:I know that I'm not gonna post evey little tip


I'll spoil the game for you guys.

Reset your stats and adjust speed such that your Catapults move between 95-99 per turn to clear turrets without damage.

ES YOU SEE KAY EYE TEE



yeah but this isnt practical in a real battle as the defender will out speed you and beat you therefore making this tactic a little unpracttical unless the other persons speed sucks


you'll always lose because of defender advantage unless defender paused/wait troops.
and with the enhancement thing, people with money/coins will totally out speed you.
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Nathan05

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Post Wed Feb 16, 2011 12:52 pm

Re: Hints n Tips + Extras Complation (not yet finished)

well you will have to develop new techniques to overcome the new enhanced speed then
how do you let people know if your hot cakes are selling well?

Nathan05
S106
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Dreamwizrd

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Post Thu Feb 17, 2011 11:47 am

Re: Hints n Tips + Extras Complation (not yet finished)

I have noticed that if you want to make a guide complation you need every type of guide, not just a beginners guide to starting.


You need a combat guide, for armies heavy on inf, cav, archer, and cats alike.

I can only help on cat heavy as thats all i use.

cat movement:
forward cav, forward, archer, forward cat, back inf, send 1 archer/1inf/1cav to protect your cats against inf.

Or


forward cav, hold cav, hold archer, forward cat, back inf, send your 1inf/archer/cav forward 1.


Against a player who is playing:

If you say have better shooting and speed and a bigger amry, then send your cats against his cats, the rest should be easy after the cats are down.

any troops you can kill advancing is a bonus, then retreat your cats behind your troops if he is advancing.

stay away from the turrets for now.


Normally a battle is determined by the number of cats, and the shooting and speed skill.

as a general rule you need to make your cats and archers shoot his troops more than they shoot your troops.

which normally involves targeting cats and archers first.

I know some players have cav armies, for this you need to use your inf,archer and cav to protect your cats.


The best way to win if your using foot troops is just stay behind turrets, if defending, then advance when they get closer. Or just advance But you will lose holding and going back :)



Or whatever, but this is far from finished as a guide.
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Owner of the most edited post from 18/02/11
http://www.haypi.com/forum/viewtopic.php?f=5&t=7643&p=100018#p100018
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JacobJew

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Post Sat Feb 19, 2011 2:10 am

Re: Hints n Tips + Extras Complation (not yet finished)

Dreamwizrd wrote:

Normally a battle is determined by the number of cats,.

i dont really agree with this... a large cav army could kill a cat army...
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