Sat Oct 30, 2010 1:44 am by Erraven
Few things to add, but i'll start with a chart. This chart shows each unit, exactly 100 crops worth for each troop:
Inf: atk-7500, def-7500, carry-8000, spd-150, HP-22500
Cav: atk-4375, def-4375, carry-2500, spd-300, HP-16875
Arc: atk-3000, def-1250, carry-2000, spd-125, HP-7500
Cat: atk-3000, def-1000, carry-400, spd-50, HP-5500
notice that archers COMPLETELY overshadow catapults, the only advantage catapults have is range when you line up crop for crop. BTW, HP is defense and health combined in my chart. There is a weakness when archers face catapults that I was reluctant to share before, but this is an archer guide.. If a catapult moves backwards while an archer army is trying to use it's speed+range to overpower cats, the archers will miss and the catapults will hit... (i'm going to regret mentioning that...) Works the same with cavalry, but i've never used cats to go backwards more than once so I don't know if it works continuously against archers in this manor as it does for cavs.
Also, I might regret mentioning this too, not sure yet... With archer v.s. archer, if the first attack leaves a lot still... the other sides archers still get a counter attack PLUS an attack of their own... I've seen an archer vs archer battle where the losing team had more archers, more attack, and more speed, but STILL lost because of the double counter feature that comes with attacking second.
This also means that if your archers fail to incapacitate the opponents cats, their cats will get T W O counter attacks before your next counter to their official attack... all of which happens before the next turn...
Also!!, lolz.... archers take a 33% penalty when attacking infantry, doing that much LESS damage. It takes about 12 Archers on average to kill one cav, about 5.5-9 archers to kill a cat, and a wild battle with archers that will look really funny when you see the battle report on archer vs archer. LOL.
It is a good general tactic to keep one of every troop in each city and at least a cat or 2 cav in each oasis. My general strategy when taking forts, using archers as the main force, is to wait for the units to run into you while picking them off, then move forward on the seventh turn..
In actual battle against a person using cats, but you're using archers, you HAVE to learn timing. Knowing when their cats get close to that 300 threshold will determine whether you get first strike. If they stay in the back row, you'll need to move forward. If the person has lv 10 turrets.... it can take 3 turns of moving forward to actually hit their cats. If you suspect lv 10 turrets, you should try to pick off their turrets with either cats or archers, but with infantry to block until you'll come into range next turn, where you put cav on forward. Alternately, just as good is to not bring cats at all and let your cavalry soak up the damage. They are the best unit when alone in terms of raw stats and will really destroy the turrets while your archers follow. In the times of hitting lv 10 turrets, your archers won't be able to hit the first row on the first move turn like usual, your leading unit WILL take damage, but only for about a turn or two. The second turn of damage (moving forward) will only be from the back row at best case scenario for your opponent.
I hope I didn't confuse anyone :/
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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