Tue Aug 31, 2010 6:55 am by Erraven
Haven't tried that either, but for forts, you should add archers in your cav setup. On the same turn you move cav forward, aim your archers at their cats. (wait 1 turn or you won't hit cats and they'll hit you. If you wait and have high speed/shooting, not only will you move before the cats do, but you'll hit them first eliminating them from hitting your cav. I also let the enemy cav run into me while having the archers target archers until i move both forward.
I've never lost an archer while attacking a fort. I have tried this setup against level 10 turrets alone. 15 lv 10 turrets and this setup won, with very minute damage, in the first half of turn 2. Doesn't leave much time for slow turrets to do much damage.
As to how many cavalry... I did a test of cavalry v.s. infantry. was 4 infantry v.s. 1 cav. the cav never took out more than 2. The fail part of this experiment though was the stats. He had boosted attack and I had boosted defense ( they add percentages, not direct points and cavs have higher stats). I tried this current experiment with both sides on defender though. I intend to try this experiment again involving two people with no added stats to see the results. I haven't tried the ratio 1 cav/ 3 infantry yet, but that'd be my best estimate. I usually do half though bc I usually have the cav to do so and never wanted to go higher than a lv8 fort until just now. (with a cav army anyways)
The well bred contradict other people. The wise contradict themselves~WildePeople seem not to see that their opinion of the world is also a confession of character~EmersonRAGNAROK_5 S102
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