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Perfect fort farming guide for exact catapult numbers

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Blacktide7

Newbie

Posts: 5

Joined: Mon Oct 31, 2011 2:31 am

Post Mon Oct 31, 2011 2:49 am

Perfect fort farming guide for exact catapult numbers

Perfect fort guide for advanced fort farming created by Blacktide7 - server 76

This is a guide on how to perfectly command fort battles in Haypi Kingdom. There are many guides telling you how to take a fort. the simplest way to do this is to take the amount of infantry in the fort and divide that number by 10 to get the amount of cats you need example (35,000 inf / 10 = 3500 cats).
However if you have more than the base attack stat or shooting tech you can take the forts with far less catapults. I will divide this guide in to two parts part one explaining how you should fight fort battles. and part two is how to calculate the exact amount of catapults you need to take a fort no guess work or estimation you will know for sure the minimum amount.

Part 1 - commanding troops against forts -
start out by putting all units on wait and the targeting commands only apply to catapults. (note higher shooting tech gives you 1 extra turn before cats get in range of you at, lvl 4, lvl 7, and lvl 10).

Turn 1 - target cavalry (with catapults)
Turn 2 - target infantry (ignore surviving Calvary unless over 50% are still alive)
Turn 3 - target archers
Turn 4 to 5 - target infantry
Turn 6 - target infantry (shooting tech lvl 1 or lower kill cats)
Turn 7 - target infantry (shooting tech lvl 4 or lower kill cats)
Turn 8** - target infantry (shooting tech lvl 6 or lower kill cats)
Turn 9** - target infantry (shooting tech lvl 9 or lower kill cats)
Turn 10 - target cats

**special note for turn 8 or 9 (depending on shooting tech) - if you move forward with 1 archer on turn 9 it blocks the inf and you can buy your self an extra turn to attack infantry with your cats before they come into attack range of your units (can use inf/cav as well to block). (range units deal 1/4 normal damage to enemy units are too close to them).

- side note infantry and calvary have a base range of 40 and receive 2% range increase for each level of shooting tech (48 range fully upgraded).

Part 2 - calculating the exact number of cats required to take a fort with no losses.
First you need to look at the war report of a fort battle you had and collect the following information

1 - # of infantry killed in one turn by your catapults (do not include lucky x2 or 3x strikes or overkill attacks)
2 - # of cats that you had during the same turn
3 - compute the following:
(# of infantry killed / #of catapults present) = infantry kills per cat each turn (round to 2 decimals)
This number tells you how many infantry you kill with one cat for example. turn 3 you killed 3000 infantry and had 1500 cats = 3000/1500 = 2.00 inf kills per cat.

4 - Next you scout of the prospective fort you want to take and use this formula
(#of infantry in fort) / ((#inf kills per cat) x (# of turns attacking infantry) = exact amount of cats to take the fort with no losses.
for example on a level 8 fort
(80,000 inf) / ((2.00 inf kills per cat) x (6 turns targeting inf)) =
80,000 / (2 x 6) =
6,667 cats to take the fort with no losses

5 - how to calculate # turns spent attacking infantry you will spend 3 turns attacking the archers, cav, and cats, so the other remaining turns are spent attacking infantry the number of turns you can spend attacking infantry before they are in range attack your units are as follows. Infantry move 150 distance a turn with an attack range of 40, so at turn 8 they have a threat range of ((150x8)+40) = 1240 distance.

lvl 0 to 8 shooting tech = 8 turns - 3 = 5 turns attacking inf (6 with archer trick**)
lvl 9 to 10 shooting tech = 9 turns - 3 = 6 turns attacking inf (7 with archer trick**)
** special note - as mentioned above if you send archers (or 1 cav / inf depending on army composition) forward on the turn infantry would normally be in attack range you can buy yourself 1 extra turn before the infantry are in attack range at the cost of the unit.

-if you have a sizable amount of other non catapult units you can utilize the same formula to calculate the amount of units to take a fort with no losses with archers/inf/cav, but in the case of cav / infantry you will have to have enough to kill all remaining troops on the turn the infantry reach your units to avoid a counter attack, and in the case of archers you must account for their lower range.

side note - a fast way to see how many infantry or cav are required to carry all resources for a fort is
(# of wood / 20) = amount of inf needed or
(# of wood / 25) = amount of cav needed
(# of wood / 10) = amount of cats needed
(# of wood / 10) = amount of archers needed

for example level 4 fort has 100k wood so
(100,000 / 20) = 5,000 inf to carry all resources

side note - any of the resources can be used to calculate the units needed to take all forts resources not just wood as they are always the same but it is easier to explain this way and you can do this math quickly in your head.

That is the end of this guide if you have questions, notice any errors, or would like me to write another guide feel free to letter me in game, and I will happily answer any questions.

Written by,
Blacktide7
Server 76
Last edited by Blacktide7 on Fri Nov 11, 2011 5:00 am, edited 1 time in total.
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Hunterjon

Beginner

Posts: 30

Joined: Sun Nov 28, 2010 11:32 am

Post Sat Nov 05, 2011 12:31 am

Re: Perfect fort farming guide for exact catapult numbers

Nice Guide, Mate. Glad You Took The Time To Neatly Create This.
S117

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Blacktide7

Newbie

Posts: 5

Joined: Mon Oct 31, 2011 2:31 am

Post Mon Nov 07, 2011 9:47 pm

Re: Perfect fort farming guide for exact catapult numbers

Thank you, I thought I would create this more exact guide for players that wanted to fort farm with higher than base stats as the 1 cat per 10 fort inf rule is overkill for most high level players.
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Blacktide7

Newbie

Posts: 5

Joined: Mon Oct 31, 2011 2:31 am

Post Fri Nov 11, 2011 5:01 am

Re: Perfect fort farming guide for exact catapult numbers

edited the guide a little bit, added some more information but I still had to keep things out as information overload is very possible when writing these complex guides

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