MIKE'S CAVALARY/ARCHER GUIDE
Haypi cavs.guide
Hello Everyone This Guide is for the generals who like Cavs/Archers Hulksome Armies over Cats. Hope u like it.
Inc as the numbers for oasis, I lost that but this is everything else
Calvary Guide
hope you like it ^____^
Now to become a MONO CAVALRY GENERAL, you MUST have the following:
ALL your attribute points in SPEED! - THIS IS an ABSOLUTE MUST!
Any addition points in defense or attack, I personally recommend attack unless your not going to use archers, in that case do defense.
For skill points HEAL will be your best bet, as you will suffer some minor losses using this army.
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Cavalry- They have the highest speed, highest defense, highest health, and highest overload of any other unit; making them the best unit. They are remarkably good at taking out turrets and moving across a majority of a field in one turn, although they aren\\'t the best for turrets if you are attacking someone. It will take many infantry and archers to put a dent in them and even catapults can have trouble if not properly equipped and have meat shields to deal with cavalry. Since they will most likely move before any other unit, after you move to take out a unit, any other units that you happen to move into the move range of will run into your high health and defense. Meaning that if you charge into infantry, their archers might run into you, so you can attack infantry and archers at the same time! Ranged units do less damage when in close quarters. This will mean that catapults are next if you already found a way to clear their cavalry with your catapults and you can dealt major damage to the catapults
•1 Cavalry unit can kill 0.8 infantry/ 2.6 archers/ 0.27 cavalry/ 0.81 catapult
Archers- Are extremely weak, no defense, small health, extremely low carrying capacity, not even worth much prestige, only second highest range. So why use them right? Archers have a threat range with their speed and range is close to that of catapults, but archers are faster so even if during their movement the catapults have the range to hit them, they don\\'t have the speed to; meaning archers hit first! Also, 60 (archer attack) 5 = 300 (catapult attack). Catapults consume 10 crops per cat divided by 5 is 2 (archer crop consumption). So crop for crop, archers and catapults have the same attack. NOW, archers are fairly useless against infantry and cavalry. Cavalry because of their really high defense and health, it would take about 3 archers just to overcome the cavalries defense and an additional 9 to overcome their health, meaning a total of 12 archers to take down 1 cavalry. Now for infantry it would take 2 archers to overcome their defense and 3 to overcome their health, BUT infantry take 33% less damage from archers?
•1 Archer unit can kill 0.22 infantry/ 0.43 archers/ 0.09 cavalry/ 0.11 catapult
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So why exactly pair cavalry with archers?
1.) They only add about 5 seconds to every 30 seconds of the infantry so they really aren’t that slow (but yes it impacts the speed of the cavalry)
2.) They have range which people seem to forget, and using this range you can overpower the ability to meat shield
3.) Marching tech and shooting tech enhance the Archer majorly. Also not to mention when you can make 249 catapults or you can make 1.5k archers which will win against those catapults unless you have no techs/stats and the opposition has VERY HIGH techs/stats.
Cavalry to Archer Ratio:
05k Cavalry - 003k archers
10k Cavalry - 007k archers
15k Cavalry - 012k archers
20k Cavalry - 020k archers
40k Cavalry - 100k archers
2 cavalry ALONE against 1 cat= DEATH on bothnd has been great for me
Round 1
Cavalry: Wait
Archers: Forward aim at Cavalry
Round 2
Cavalry: Wait
Archers: Wait aim at infantry
Round 3
Cavalry: Forward
Archers: Forward aim at archer
Round 4
Cavalry: Forward hit catapults
Archers: Forward hit catapults
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FORT LEVEL-- CAVALRY
Level 1 forts -- 1,500
Level 2 forts -- 2,750
Level 3 forts -- 5,000
Level 4 forts -- 10,000
Level 5 forts -- 15,000
Level 6 forts -- 25,000
Level 7 forts -- 36,000
Level 8 forts -- 50,000
Level 9 forts -- 90,000
Level 10 forts -- 120,000
Varies by tech and stats
----------------------------------------
ATTACKING OTHERS
ALWAYS make sure you have cavalry around twice the size of the opponents catapult size.
Oasis
level 1 : 40
level 2 : 50
level 3 : 100
level 4 : 150
level 5 : 350
level 6 : 650
level 7 : 1500
level 8 : 3500
level 9 : 6500
Those are just the numbers to take what's out there. Speed is the best because you hit first. Then def so you don't lose as many and attk next so you make sure you kill them. Be expected to lose a few. I lose about 100 Everytime I take a lvl 9. But only 20 on a lvl 3 fort. But I farm mats so fast I can build 599(max) in 3 cities every 8 hours. So although I'm not a guru. I do love my army
Hello Everyone This Guide is for the generals who like Cavs/Archers Hulksome Armies over Cats. Hope u like it.

Inc as the numbers for oasis, I lost that but this is everything else
Calvary Guide
hope you like it ^____^
Now to become a MONO CAVALRY GENERAL, you MUST have the following:
ALL your attribute points in SPEED! - THIS IS an ABSOLUTE MUST!
Any addition points in defense or attack, I personally recommend attack unless your not going to use archers, in that case do defense.
For skill points HEAL will be your best bet, as you will suffer some minor losses using this army.
----------------------------------------
Cavalry- They have the highest speed, highest defense, highest health, and highest overload of any other unit; making them the best unit. They are remarkably good at taking out turrets and moving across a majority of a field in one turn, although they aren\\'t the best for turrets if you are attacking someone. It will take many infantry and archers to put a dent in them and even catapults can have trouble if not properly equipped and have meat shields to deal with cavalry. Since they will most likely move before any other unit, after you move to take out a unit, any other units that you happen to move into the move range of will run into your high health and defense. Meaning that if you charge into infantry, their archers might run into you, so you can attack infantry and archers at the same time! Ranged units do less damage when in close quarters. This will mean that catapults are next if you already found a way to clear their cavalry with your catapults and you can dealt major damage to the catapults
•1 Cavalry unit can kill 0.8 infantry/ 2.6 archers/ 0.27 cavalry/ 0.81 catapult
Archers- Are extremely weak, no defense, small health, extremely low carrying capacity, not even worth much prestige, only second highest range. So why use them right? Archers have a threat range with their speed and range is close to that of catapults, but archers are faster so even if during their movement the catapults have the range to hit them, they don\\'t have the speed to; meaning archers hit first! Also, 60 (archer attack) 5 = 300 (catapult attack). Catapults consume 10 crops per cat divided by 5 is 2 (archer crop consumption). So crop for crop, archers and catapults have the same attack. NOW, archers are fairly useless against infantry and cavalry. Cavalry because of their really high defense and health, it would take about 3 archers just to overcome the cavalries defense and an additional 9 to overcome their health, meaning a total of 12 archers to take down 1 cavalry. Now for infantry it would take 2 archers to overcome their defense and 3 to overcome their health, BUT infantry take 33% less damage from archers?
•1 Archer unit can kill 0.22 infantry/ 0.43 archers/ 0.09 cavalry/ 0.11 catapult
----------------------------------------
So why exactly pair cavalry with archers?
1.) They only add about 5 seconds to every 30 seconds of the infantry so they really aren’t that slow (but yes it impacts the speed of the cavalry)
2.) They have range which people seem to forget, and using this range you can overpower the ability to meat shield
3.) Marching tech and shooting tech enhance the Archer majorly. Also not to mention when you can make 249 catapults or you can make 1.5k archers which will win against those catapults unless you have no techs/stats and the opposition has VERY HIGH techs/stats.
Cavalry to Archer Ratio:
05k Cavalry - 003k archers
10k Cavalry - 007k archers
15k Cavalry - 012k archers
20k Cavalry - 020k archers
40k Cavalry - 100k archers
2 cavalry ALONE against 1 cat= DEATH on bothnd has been great for me
Round 1
Cavalry: Wait
Archers: Forward aim at Cavalry
Round 2
Cavalry: Wait
Archers: Wait aim at infantry
Round 3
Cavalry: Forward
Archers: Forward aim at archer
Round 4
Cavalry: Forward hit catapults
Archers: Forward hit catapults
----------------------------------------
FORT LEVEL-- CAVALRY
Level 1 forts -- 1,500
Level 2 forts -- 2,750
Level 3 forts -- 5,000
Level 4 forts -- 10,000
Level 5 forts -- 15,000
Level 6 forts -- 25,000
Level 7 forts -- 36,000
Level 8 forts -- 50,000
Level 9 forts -- 90,000
Level 10 forts -- 120,000
Varies by tech and stats
----------------------------------------
ATTACKING OTHERS
ALWAYS make sure you have cavalry around twice the size of the opponents catapult size.
Oasis
level 1 : 40
level 2 : 50
level 3 : 100
level 4 : 150
level 5 : 350
level 6 : 650
level 7 : 1500
level 8 : 3500
level 9 : 6500
Those are just the numbers to take what's out there. Speed is the best because you hit first. Then def so you don't lose as many and attk next so you make sure you kill them. Be expected to lose a few. I lose about 100 Everytime I take a lvl 9. But only 20 on a lvl 3 fort. But I farm mats so fast I can build 599(max) in 3 cities every 8 hours. So although I'm not a guru. I do love my army