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Archer: Master Guide Compilation ( rough draft)

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Yodac

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Post Wed Jan 19, 2011 4:01 am

Archer: Master Guide Compilation ( rough draft)

there were some requests for a more organized and central version of this. i apologize for all the reading involved.

CALCULATED (as always) WITH NO ATTRIBUTE/TECHS SO THIS IS THE MAXIMUM U WOULD NEED

ALSO U WILL SUFFER SOME LOSSES

Oasis
1. 150
2. 150
3. 400
4. 400
5. 800
6. 1410
7. 2850
8. 7100
9. 14100
10. can some1 pls give me the data of lvl 10 oasis? then i can calculate it!!!!

forts
1. 5625
2. 11250
3. 22500
4. 36536
5. 56250
6. 98438
7. 163125
8. 225000
9. 365625
10. 506250
Excerpt from Uranos in his Arch Guide: Oasis and Forts

Now time for some added info. Your forts are good for 2 things. 1 of them more so than the other.
1) Money. Very small for high levels(the ones who can actually take a high level fort.)
2) Resource- the main reason to attack a fort,
Most of the time you can find a fort held by an inactive, if you look hard enough. But not all of us are that lucky. So we have to do it the hard way. We know cats are good for taking forts, but archers, in large numbers, can be half as effective. It will take a while to build the army required to take these forts with archers, and it might not be beneficial in the end. If you are going to send archers, send a lot more than what you think you need. And don’t think you can take short cuts, because sometimes the game has other plans for us. With archers, they move slower, so don’t reach as far out as you might normally go for a fort.(that’s just for players new to fort farming)
With archers, I recommend sending half as many as you see in the table above, and sending another type of soldier in with it. If you plan on using archers and cats:
Send half the number of archers you would send if you were going with only archers. Then take along with that, about 1/3 the amount of archers you see up in the table, in cats. Remember, its always better to send too many than not enough.
If you plan to use arch and cav:
Same number of archers as with cats, but send ¼ the number of archers you would send if arch went solo, as cavs, and feel free to add more.
With all of these attacks, you will use archers to take the opponent’s attcks away from your main fighting force. With archers alone, you will lose some, but if you change it up, you can take less losses, especially with the cats. if you send inf and archer, use a mass number of inf as your fodder(sacrifice to keep attack away from main fighting force). I personally recommend the archers with cats, if you want to use archers.

First, you want to send you fodder forward 1 round. Then pause them. If you are using the inf as fodder, or cat as main power, send both troop types forward 1 round, then wait. The other opponents will come to you. Then watch as your fodder will decrease and their army will dwindle. For the other combo, use the arch as fodder. Move them forward 1 round as before. But wait till say, round 3 to send your cavs, then take out their army with your cavs.

As for oasis, they aren’t as bad. You could get away with just sending in 20k archers, and not taking any loss. The important thing is to command the battle, and always know what you are running into. Scout the place you are attacking in good intervals, even while attack is on its way, until your attack reaches. Remember, if you absolutely have to recall, it takes less troops than to withdraw.



any input will be of great value to the final copy. please critiq as needed.
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Marquis

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Post Thu Jan 20, 2011 11:24 am

Re: Archer: Master Guide Compilation ( rough draft)

Low level fort farming can be done extremely easily with the cav/archer set up. It takes two turns with no commanding if you have a large enough force.

I only recommend using archers if you're techs are high as that greatly enhances the archers effectiveness. With everything maxed the archers have a higher threat range than cats if they move forward. So that means archers in bulk can be effective at taking out cat armies especially when paired with cav.
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Yodac

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Post Thu Jan 20, 2011 9:49 pm

Re: Archer: Master Guide Compilation ( rough draft)

true. ill try and fit that in in the final draft of this guide.
thanks
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Erraven

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Post Sun Jan 23, 2011 1:25 am

Re: Archer: Master Guide Compilation ( rough draft)

Archer
125*2.75=343(rounded down like in battle)
600*1.20=720
720+343=1,063
Catapult
50+2.75=137
800*1.20=960
960+137=1,097

Catapults have higher speed+range than archers, but archers will hit first because of higher speed as long as the catapults end up in range at the end of the archers turn. :)

Are you taking into account that you can hit several times before infantry reach your side or showing numbers with the intention of a one hit kill on infantry?
The well bred contradict other people. The wise contradict themselves~Wilde
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Yodac

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Post Sun Jan 23, 2011 4:15 am

Re: Archer: Master Guide Compilation ( rough draft)

i believe it is 1-hit.
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JacobJew

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Post Mon Jan 31, 2011 11:30 pm

Re: Archer: Master Guide Compilation ( rough draft)

thanks yodac nice guide :)
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