Cav/Arch Guide by Green
Why Cav/Arch?
Cav/arch is a good combo for a few reasons. They are much faster than using cats and with correct handling, can win battles with minimal losses. Another advantage is that archers are easy to make and cost less to feed than cats. Unless you are planning to warp around, cats take too long to traverse across the map.
Cav/Arch Guide:
The first thing to do is to determine your archers threat range (how far your archers can hit in one turn). See the Movement/Range guide for threat calculation. After you should consult the kill ratio chart to see how many troops you need to send (Always better to send more than not enough). When you arrive at the battle immediately check the field length to determine your battle strategy.
**if going against an enemy with traps, bring inf along to fall in the traps. Better for prestige and won't slow you down because inf are faster than archers.
There isn't a magic formula for cav/arch since situations change vastly depending on what troops there are and what stats everyone has, but here is a general guideline.
Against All Enemy Troops (not commanding), also Oasis:
Round 1: Hold cav and arch. All units should advance. Depending on their speed, you might wipe out their cav.
Round 2: Hold cav and arch. If you haven't wiped cav already, you have now.
Round 3: Hold cav and arch. Wipe inf. (unless opponent has high enough speed to put their arch in range of your arch). Then hit those first cause their archers will hit yours.
Round 4: Cav forward, target archers. Arch forward, target cats.
**If turrets:
Round 5: All units forward. Cav wipe a row of turrets, if you have enough archers, they wipe another row.
Round 6: Cav forward, wipe last row
This general set up works for most cases where the enemy is not commanding. If there are troops missing you can adjust accordingly. For example, if there are no inf, you can probably skip step 3. You'll have to check to make sure that cats are within threat range of your arch.
Determining when your arch can hit cats:
Look at the field length. This will tell you how far enemy cats can shoot. If you don't know your opponents speed you will have to guess. Cat movement can range anywhere from 50-160. If you have a threat range of around 1000, you can hit cats as soon as round 2.
Example:
You see a field length of 1212. This means that your opponent can shoot 912. If your threat range is around 1000, you can hit at round 2 if enemy cats move about 100 each turn. If cats are moving slowly after turn 1, you may have to wait till turn 3 or 4. Just remember that cats have to move 300 before they can hit you on the back line. If both you and the cats are within hitting range, you will hit first because of archers superior speed.
If there are no cats, then after wiping cav, you can hit arch with arch and use your cav against inf.
Suggestions for Going Against a Commanding Enemy:
Hold the first turn. If they don't advance, then you will have to advance. Bring along an inf and use it as a meatshield while advancing archers. It will get hit instead of your archers. Then advance cav and arch.
Protect your archers! Archers have very low defense so they are wiped easily. Try to use them to take out any ranged units while your cav do the brunt of the attacking/defending. Remember that cav have high attack and defense. Keep in mind that arch don't do hardly anything against cavs. If going against a large amount of cavs, you have to hit enemy cavs with your cavs. Let your archers do work taking out any cats/arch/inf.
Field Length
Shoot Level Field Length Shoot Distance
0 1100 800
1 1116 816
2 1132 832
3 1148 848
4 1164 864
5 1180 880
6 1196 896
7 1212 912
8 1228 928
9 1244 944
10 1260 960
Turrets 9
1300 1000
Turrets 10
1350 1050
Kill Ratio
Archers vs:
Inf 4:1
Cav 16:1
Arch 2:1
Cats 10:1
*assuming you have high attack and they have high defense
Cav vs:
Inf 1:1.75
Cav 2.5:1
Arch 1:3
Cats 1:1
*assuming you have high attack and they have high defense
**numbers are rounded up to be on the safe side
Movement/Range Guide
An easy way to find out how far your troops move is just to send one of each to an inactive player with no defenses and check the war report.
Movement How far your troops move.
Base Speed:
Inf = 150
Cav = 300
Arch = 125
Cat = 50
A = Base Speed
X = Attribute (includes enhance/equipment)
Y = Tech Level
A * (1+X/100+Y*0.03) = Movement
Example:
300 * (1 + 160/100 + 0.3)
300 * 2.9 = 870
Max Speed (Maxed enhancements on maxed horse and manual, 100 speed, and level 10 tech)
Inf = 480
Cav = 960
Arch = 400
Cat = 160
Range How far your troops can hit in front of them.
Base Ranges:
Inf = 25
Cav = 40
Arch = 600
Cats = 800
B = Base Range
C = Tech Level
B * (1+C*0.02) = Range
Example:
600 * (1 + 10*.02)
600 * 1.2 = 720
Max Range (Level 10 shoot)
Inf = 30
Cav = 48
Arch = 720
Cats = 960
Threat Range Threat range is how far your troops can hit on one move.
Movement + Range = First turn threat range
Max Threat Range
Inf = 510
Cav = 1008
Arch = 1120
Cat = 1120
Note that both archers and cats have the same maximum threat range. This means that at max, archers will hit before cats because they have a faster speed.
s72 Greensnake