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  • basic defence tips and guidelines DateTue Feb 02, 2010 4:09 pm
    Topic by Dante. Forum: Defence

    again im making this guide myself, its open to debate.

    iv tryed many defensive strategys over the months i have played evony, as fallows is a rough 3 stage guideline to what your wall defences should look like:

    1-250k prestiege

    8-10k archers towers
    500 traps
    1000 abatis
    1 rockfall
    1 rolling log


    250k-800k
    10k + towers
    100 traps
    200 abatis
    1 rockfall
    1 rolling log

    800k - infinate:
    17-18k towers
    1 trap
    1 abatis


    the above guidelines are what i had at that given lvl of prest., these defences ate time tested and proven deadly effective.

    Zitat
    *tip*
    upgrading walls to level 10 provide your archers with a rage boost resulting in less losses on defence



    Heros:
    once again a good hero is a major factor in deciding the outcome of a battle your hero should be leveld up as high as possable 150+ atk is the best
    (refer to my hero leveling guide in the "guides" section for info on hero leveling)

    Layers:
    just like in offence layers are key, if u are a person who dosent defend every city with 50k+ archers, and keep all your troops in a single city, always keep layers in your city, as fallows are the layers i keep in all of my citys:

    1k warrs
    1k workers
    1k pike
    1k swords
    100k+ scouts
    1k cav&phracts
    transports and ballista (enuough to farm to support your troops)
    500 rams
    500 catapults (for range)
    ****
    i personally keep 50k archers+ all these layers per city, and include an extra 3-5k pults/rams******

    always keep gates open during an attack and mark your embassy check box that says "allow allied troops to garrison city" doing this will asshure that renforcements can be sent and will fight when they arrive even if you are offline. keep in mind, if you do not have the troops to defend yourself keep your gates open anyway, if they are closed alliance members who send renforcements will not be allowed to take part in the combat until your city loyalty is at 5, and by then it may be too late.....also remember that if your troops dont die with gates closed they will starve from refuge if your food is taken.

    one big part of defending is using good judgement, preserver renforcing troops if u cant win, dont sucide others troops, always close gates for scout bombs as they kill archers and bypass layers.

    if online and under attak do not panic, state clearly to alliance members how long till the attak hits you, who is sending the attack, your coords and the number and type of incoming troops, which brings me to the next point:

    Becon towers:

    becon towers work in combination with informatics level to allow you to see who is attacking you and what they are sending, upgrade beacon tower to the highest lvl u can , if u have the extra mich script, make it lvl 10

    Embassy:

    always check the box to llow renforcements in your embassy, each lvl of embassy allows more wave of troops to be sent to u.
    for example: a lvl 1 embassy will allow 1 alliance member to send u a max of 125k troops where a lvl 10 will allow 1 or more members to send 900k+ troops

    on a ending note, again i welcome criticisim and plz excuse my spelling ;)

  • basic pvp combat DateTue Feb 02, 2010 11:28 am
    Forum post by Dante. Topic: basic pvp combat

    sry for the spelling ill be correcting my errors soon

  • basic pvp combat DateTue Feb 02, 2010 11:27 am
    Topic by Dante. Forum: Offence

    im makin this guide myself so bear with me it may be a lil choppy.

    there are many strategys to use with different troops in pvp(player vs. player) combat. im not going to discuss in detail each units strategy rather just the basics of attacking.

    the importance of heros:

    your hero or the defending hero can make or break your attacks. always use your best attack hero when taking out troops and defences. it is best to give ur hero some tlc and get his atk up above 150 atk..

    Offesnive pvp:
    when attacking another player the most common unit used is the archer, archers have great range and used against mid level opposition work very well, always layer your archers. it is best to use a mich. script and get your rally point to lev. 10, this allows u to dispatch 100k troops at a time. ALWAYS LAYER....a normal archer wave from a lvl 10 rally spot should look like this:
    95000 archers

    500 cavs
    500 phracts
    1000 warrs
    1000 pikes
    1000 swords
    500 workers
    500 scouts

    the more layers in ur rainbow the better

    Always scout befor you attack and resout 10 seconds before your attack hits, good intel makes good attacks. for high level and well defended targets with 250k+ archers defending u must rely on scout bombs to take out the archers. scouts are cheap and effective sucide units. there is however the alternate method for taking out larger thargets housing 2-300k archers. i will discuss this method after i throw down some info about range control

    range control:

    any good defender knows that with a trap and abitis in place the base range of a battle starts at 5000, there are simple and effective ways to take out the traps/abitis and control the range....

    to take out traps send small waves of workers and warriors, iv found a 2k of each combo works great. dont send ur fance heros to do this, this gives u a chance to fill the opponets feasting hall with crap heros and prevent them from stealing your good heros.

    taking out abitis....to do this simply layer 60 cavs with 10 scouts and send waves till the abitis are cleared.

    once you have range controled and at\'s in place the alternate method to take out highly defended citys are to use cavs/phract combos...send 80k phracts and 15k cavs and 5k scouts and it should clear out all fo the archers as long as range/layers are controled in the defending city.....

    what is layer control?.....how would i control layers?
    layer control means taking out the defensive layers here is an example of a cav.phract battle with layers in place

    u atk with 80k phracts, 20k cavs, and 5k scouts....the defender is defending with 250k archers and 1k of each layer up to transports(worker-cav)
    the result of this battle = you lose all of your attacking troops, your opponet loses 30k archers= their layer

    you must first take out these layers, in the scenerio above removing these are simple, we have devised a tactic on s6 to remove layers with deadly percision. forst layer up 35k archers with 500 workers, 2k warrs, 500 swords, 500 pike, 500 cav, 500 phracts....this will remove layers very well...send as many clearing waves as necessary to get rid of layers.....

    in the scenerio above the resulting troops after 1 clearing wave leaves roughly 242k archers and 500 workers defending. now use your phract/cav combo to clear them.

    the resulting battle leaves 27k of ur phracts dead....and 15k of your cavs....but the defender has lost 250k archers.


    this is just a quic overview of some basic pvp tactics, as i said before, i made this guide myself from reports/tactics and proven battle results, i am always open to critisim and welcome it, if iv messed up on any aspect of this guide or missed any key issue in pvp offence feel free to fill me in and correct my mistakes.

  • leveling up your hero'sDateMon Feb 01, 2010 7:44 pm
    Topic by Dante. Forum: Guides

    This will be a brief guide going through the basics of training your hero (mainly your attack hero), and gaining him more experience to get him to a high level. I will only go through the reasonably well known methods, and one or two other methods that I've heard off from other people, or came up with myself.


    1. Purchasable items -
    Such as On Wars, increase your hero's xp by either 100,000 or 100% of your hero's current level cap (whichever's greater). Then there are Epitome's which increase hero xp by 10,000 or 30% of your hero's current level cap. And finally, and most useless of all, the Anabasis, giving you only 1,000 xp or 8% of your hero's current level cap.


    2. Sending heros with ballistas at level 5 NPCs -
    This can be an efficient way of training ANY hero, politics, attack, or intelligence. You can send your hero at the same NPC every hour, and he will gain the same 93K experience from each attack. Any NPCs defences and army only take 1 hour to fully regenerate, for all resources inside an NPC to regenerate it takes 8 hours.

    To make best use of this method, it's a good idea to have the correct technology level combination. Refer to this thread for all the details:

    http://bbs.evony.com/showthread.php?t=42643

    I've heard a few people in my alliance and I think here on the forums saying that sending 2000 warriors with your lvl5 NPC attacks greatly increases the experience you gain (as much as twice the xp maybe). My guess is because the warriors march well ahead of the ballistas in battle and kill enemy traps.
    This method's fine if you don't mind losing 2000 warriors on every NPC raid. It may seem a small loss, but adds up very fast if you do it every time. You would lose 100K warriors farming 50 lvl5 NPCs that way. I don't think it's worth it, but worth mentioning.


    3. Attacking NPCs lvl6 and above, mostly lvl 10s -
    Personally I see NPCs between lvl6 and lvl9 a waste of space and time to farm, so I'll focus on level10s. Level 10 NPCs give a huge amount of experience when attacked (1.8 million xp), and huge amount of resource (19 million food plus 600K lumber/iron/stone).

    There are many methods people use to farm lvl10 NPCs with, however the most important thing probably is NOT to upgrade your compass to level 10. With compass level 10, a hero of about 250 attack is required to bring losses down to as much as a hero of 150 attack can achieve when your compass is at level 9. Upgrading to lvl10 compass can vastly slow down your game progress, so don't do it until much later in the game. Once your heros have a very high attack, it seems compass lvl10 in fact reduces losses.

    If you've upgraded to lvl10 compass, it's not the end. There are still ways to exploit lvl10 NPCs for the hero experience they give. Every time an NPC is hit, it instantly regenerates 10% of it's army and defences. This can be put to good use.

    Firstly you send your main "spearhead" attack, which will take down the 400K warriors and defences inside the lvl10 NPC. Then you repeatedly follow in with reasonably large archer waves (50K archers / 25K warriors), using your lower attack heros for the attacks. This will gain you about 300K hero xp a hit from what I remember seeing.

    Obviously the more archers you send on the attacks after the spearhead wave, the lower your losses will be.


    4. PvP battles -
    It's worth mentioning that player vs player battles also raise your hero's experience, however, PvP battles is a huge topic. This is a brief guide so I won't cover it.


    NOTE: Every army unit killed in battle, whether it's yours or the enemy's gives your hero and his a certain amount of experience. Each different type of unit, such as archers, or warriors, gives different amounts of experience to your hero. From what I remember, I think every enemy unit killed in battle gains your hero twice the experience than that of any units killed of your own. There was a post or thread on this somewhere, and I'll try to find it and post it here.



    If you have anything to add pls do, or correct me if I screwed something up.

  • New forums DateMon Feb 01, 2010 5:17 pm
    Topic by Dante. Forum: Announcements

    hi, as u may or may not know i set up these froums for everyone in the alliance to be able to refrence guides from many other sites and players, i hope every1 can find something helpful or intresting here as i, and others, add to the collection of information.

    this is a big task managing/updating/researching and carring out other tasks required to run the forum, so if any1 wishes to help out and madbob clears u for admin forum acess ill be glad to make it happen.

    all of the forums are open for players to post their own guides/tips/and suggestions however i discourage posting random guides, please feel free to post but try to test the guide befor u post it, if its a attack method, or high lvl npc faming method plz include a report or screenshot for others to see.

    again, ty all and i hope the forum gets used lol

  • Armies: What To BuildDateMon Feb 01, 2010 5:10 pm
    Topic by Dante. Forum: Guides

    One of the most frequent questions I am asked is what troops are best. Of course, there is no single ?best? troop-type, only the right troops for the right job. So, instead of providing a cookie-cutter one-size-fits-all answer, I?m going to provide several different options, and you can decide which fits your style of play and how much time you can devote to feeding your armies.

    Defensive Players: For those who prioritize survival above all else such as turtles ? or simply have other focuses in the game than attacking ? like the diplomat.

    Casual Defensive Players: For those that farm npc?s once a day at most.

    Troops:
    Archers: 50,000 per town
    Ballistas: Just enough to farm npc?s
    Cataphracts: 0
    Catapults: 100 per town (for layering)
    Cavalry: 2,000 per town
    Pikes: 1,000 per town (for layering)
    Transports: Just enough to farm npc?s
    Rams: 100 per town (for layering)
    Scouts: 1,000 per town
    Swords: 1,000 per town (for layering)
    Warriors: 1,000 per town (for layering)
    Workers: 250 (to make new towns/npc?s)

    That should be just barely enough to make enemies think twice about attacking you with basic forces, but scout bombs and cavalry can take you out without difficulty in the later stages of the server. You aren?t likely to be scouting anyone ? the scouts are there for people whose gates are closed, and for valley wars. The small number of cavalry is for assisting allies in zeroing enemy towns that have been wiped.

    Active Defensive Players: For those that farm npc?s 2 times a day.

    Troops:
    Archers: 100,000 per town
    Ballistas: Just enough to farm npc?s
    Cataphracts: 0
    Catapults: 100 per town (for layering)
    Cavalry: 2,000 per town
    Pikes: 1,000 per town (for layering)
    Transports: Just enough to farm npc?s
    Rams: 100 per town (for layering)
    Scouts: 1,000+ per town
    Swords: 1,000 per town (for layering)
    Warriors: 1,000 per town (for layering)
    Workers: 250 (to make new towns/npc?s)

    A step up above casual, but still vulnerable to higher level attacks such as scout bombs and cavalry. With layers intact and a high enough attack hero, however, cavalry attacks can be stopped in their tracks. Any additional resources you can muster should be put into scouts to make it difficult for others to see what you have. Be sure not to spread them thin, however, as this will not deter enemies as effectively as placing them all in one vulnerable town. Again, the small number of cavalry is for assisting allies in zeroing enemy towns that have been wiped.

    Hardcore Defensive Players: For those that farm npc?s 3 or more times a day.

    Troops:
    Archers: 200,000+ per town
    Ballistas: 5,000 per town
    Cataphracts: 0
    Catapults: 1000 per town (for layering)
    Cavalry: 2,000 per town
    Pikes: 1,000 per town (for layering)
    Transports: Just enough to farm npc?s
    Rams: 100 per town (for layering)
    Scouts: 150,000+ per town
    Swords: 1,000 per town (for layering)
    Warriors: 1,000 per town (for layering)
    Workers: 250 (to make new towns/npc?s)



    This is the ideal setup for diplomats and turtles ? it?ll take a monumental effort to take you down with defenses like that. Attacking you won?t even be on the table for most enemies. You should spam npc?s as much as time allows to get your troop levels high as possible. As a defensive player, you will not need to rebuild troops often, unless under constant attack. Because of this, you can build close to the wire in terms of food. Again, the small number of cavalry is for assisting allies in zeroing enemy towns that have been wiped.



    Offensive Players: For those that play the game to crush enemies, like the bear, or make strategic assaults, like the hawk.

    Casual Offensive Players: For those that farm npc?s once a day at most.

    Don?t even bother. Seriously. Offensive armies simply require more food and resources than defensive ones. If you are a casual player, I recommend playing the game defensively. If you have little time to play, but still want to attack, then I recommend you use the casual defensive player setup listed above, and attack only very weak targets with archers. Realistically, you won?t be able to hit much else.

    Active Offensive Players: For those that farm npc?s 2 times a day.

    Troops:
    Archers: 50,000-100,000 per town
    Ballistas: Just enough to farm npc?s
    Cataphracts: 0
    Catapults: 100 per town (for layering)
    Cavalry: 100,000-150,000
    Pikes: 1,000 per town (for layering)
    Transports: 10,000, plus enough to farm npc?s
    Rams: 100 per town (for layering)
    Scouts: 100,000+ per town
    Swords: 1,000 per town (for layering)
    Warriors: 200,000, plus 1,000 per town (for layering)
    Workers: 250 (to make new towns/npc?s)

    This is enough for a hawk build, though playing as a bear will be tricky by middle of the server. If you?re a bear, focus on expanding scouts for scout bombs. If you?re a hawk, make additional scouts as needed for scouting purposes and keep your cavalry levels high. Be sure to always have a comfortable margin to rebuild lost troops. The 10,000 transports are for hitting big towns. They?ll allow you to take almost 200 million resources a hit.

    Hardcore Offensive Players: For those that farm npc?s 3 or more times a day.

    Troops:
    Archers: 100,000+ per town
    Ballistas: Just enough to farm npc?s
    Cataphracts: 0
    Catapults: 100 per town (for layering)
    Cavalry: 200,000-250,000
    Pikes: 1,000 per town (for layering)
    Transports: 20,000+, plus enough to farm npc?s
    Rams: 100 per town (for layering)
    Scouts: 200,000+ per town
    Swords: 1,000 per town (for layering)
    Warriors: 500,000, plus 1,000 per town (for layering)
    Workers: 250 (to make new towns/npc?s)

    You should be able to crush most players easily with this build, provided you don?t attack foolishly. For bears, you may find you don?t need the cavalry as much, and focus on massing scouts for scout bombs. Hawks may not require as many scouts ? only enough to scout tough enemies. The transports should wipe out resources of almost any town you come across before their allies can reinforce them.


    Additional Notes:

    I do not recommend making cataphracts for any reason. They are ineffective on defense, and essentially slower, less cost-effective versions of cavalry on offense.

    While rams are often recommended for offense, they aren?t as cost-effective as their alternatives. They are, however, quite useful as a very hard to remove back layer.

    If you are using one of these setups, and are unable to feed it, you aren?t farming correctly. I?ve designed them to be achievable for the average farming scheme with a large margin of error. Naturally, you should fill this margin with expansion as you see fit.

    These will not be as cost-effective for players with 1 or 2 cities. For example, attempting 200,000 cavalry with 1 city plus all other troops would be quite the food burden. Ideally, you should have at least 3-4 cities before making troops primarily for the purpose of offense ? such as mass cavalry or scouts.

  • the jaq attackDateMon Feb 01, 2010 5:05 pm
    Topic by Dante. Forum: Offence

    The Jaq Attack is the single most powerful attack possible within the limitations of the game. I have used it to crush entire enemy alliances and to farm items from well defended towns. Until now, it has been a closely guarded secret known only to myself and a few trusted proteges.

    Warning: This attack is NOT for new players. You must have a solid understanding of the game mechanics in order to make this attack work.

    Summary:

    The Jaq Attack allows 99,000 of your cavalry to attack enemy archers in the first round, ignore swordsmen, pikes, etc, that may be guarding them, while simultaneously causing the enemy archers to not retaliate for multiple rounds. In practice, this can allow a player to kill several hundred thousand archers with an average attack hero ? with almost no losses, or a particularly skilled player to wipe over one million archers with hardly a scratch. This is achieved by manipulating two key elements of the battle mechanics in the favor of the attacker.



    First Element: Hit In Round One

    With level 10 walls and level 10 archery, enemy archers have a range of 2,400. With max hbr, your cavalry only have a speed of 1,500. So, how do they close the gap in the first round? Simple, in the absence of traps, abatis and defensive trebuchets, your cavalry get a starting bonus equal to their unupgraded base speed of 1,000. Since this occurs in the first round, your cavalry effectively move 2,500 fully upgraded. (1,000 starting bonus plus actual movement of 1,500 with level 10 hbr) That?s more than enough to close the gap on archers in the first round. Any layers the defending the town will also be at range zero, not having moved yet, and therefore cannot block for the archers.

    (I should note that the starting bonus is a special rule which only applies to certain conditions. I will explain this special rule and other fundamental elements of the battle mechanics in a later post.)



    Second Element: Eliminate Retaliation

    Let?s say you?ve attacked someone with 800,000 archers with miniscule layers. Your 99,000 cavalry attacked in the first round and killed 200,000 archers. So now what? Wouldn?t the remaining 600,000 archers be able to attack your cavalry and wipe them out? Not with the Jaq attack. The defending player?s units follow different, more rigid rules than attackers. One rigid rule: Defending archers ALWAYS attack ranged units in range before anything else, and in a specific order: First catapults, then ballistas, then archers. In practice, this means that if you attack 800,000 archer with 99,000 cavalry, 1 catapult, 1 ballista, and 1 archer, the battle may look like such:

    Round 1:
    Cavalry moves.
    Cavalry attacks; kills 200,000 archers.
    Archers attack; kill 1 catapult.

    Round 2:
    Cavalry attacks; kills 200,000 archers.
    Archers attack; kill 1 ballista.

    Round 3:
    Cavalry attacks; kills 200,000 archers.
    Archers attack; kill 1 archer.

    Round 4:
    Cavalry attacks; kills 200,000 archers.

    Round 5:
    Cavalry attacks; defeats wall.
    Victory for attacker.

    In this way, you?ve completely nullified the defending archers? ability to retaliate by forcing them to waste rounds ? killing 800,000 of their troops and losing only 3 of yours.

    (200,000 archers per round is a pretty conservative goal ? should only require an attack hero around the 250 range which is not hard to get. More advanced players will of course be able to achieve much higher.)



    Pure/Impure Jaq Attacks:

    A pure Jaq attack is like the above example: Cavalry with round-stealing-layers attack lone archers of a large quantity. Impure Jaq attacks involve archers with a minimal set of other units accompanying them in defense. Sometimes called a dirty Jaq attack. The impure attack is one you?ll probably be using more often and is still remarkably effective ? though lacking the stunning lopsidedness of a pure Jaq attack.



    The Two Obstacles In An Impure Jaq Attack:

    Range Variants:

    Abatis, traps, catapults, ballistas and archer towers all have a longer range than archers. This means that any one of them can alter the starting range of the battle. Ultimately, whether or not your cavalry will reach in round 1 will depend on the hbr of the cavalry, and the archery level/wall level of the defenders. If you cannot reach in round 1, your cavalry will run into layers FIRST.



    Layers:

    Two potential dangers lurk in layers: Large layers, such as 100,000 pikeman that can do serious damage, and large numbers of small layers that can steal rounds from your cavalry.



    How To Deal With Them:

    Step 1: Thin layers as much as possible. At the very least, you should try to eliminate all cavalry, cataphracts, pikemen, and swordsmen. Warriors may be too difficult to remove to be worth it in some cases ? but if they are a threat to your cavalry, you should at least try. The only time you would not bother to thin layers is when you can reach archers already in the first round, and all layers are quite small (under 1,000). In such a scenario, your cavalry will crush the archers first, then wipe out the small layers one by one.

    The most effective way to eliminate layers is with layered suicide archer and/or warriors waves. If the range is less than 5,000, do not use archers to remove layers.



    Step 2: Drop the maximum range as low as possible. In order to gain the round advantage, your layers must be within range of defending ranged units at the same time as your cavalry. To do this, you must kill off all enemy traps and abatis. To kill traps, send suicide warriors. To kill abatis, send suicide cavalry. In each instance, send about 10% the number of your suicide unit as your enemy has for a corresponding defense, and always focus on killing traps first. For example, if your enemy had 1,000 traps and 1,000 abatis, you?d send waves of 100 warriors until he had no more traps, then send waves of 100 cavalry until you?ve taken care of his abatis.

    To remove archer towers, attack with suicide archers AFTER you?ve removed his traps and abatis. When the battle starts at 5,000, attacking archers will prioritize defending archers. However, when attacking at a lower range, attacking archers will prioritize archer towers instead. This is another special rule which can be exploited for this attack. Sometimes removing the archer towers is worth it if the target town has no ballistas or catapults ? because doing so can drop you into range of hitting their archers in the first round.

    (Again, removing layers and controlling range should warrant a more in-depth post. I will certainly write one in the future on this important subject.)



    Step 3: Test your target by attacking with 200 cavalry, then scout after the attack hits to see what was killed. That?s how you know what your cavalry will hit in the first round. If it happens to be archers, then let your attack go ? your preparations are complete. If you?re hitting someone thing else, then you can?t quite reach. If you?re running into layers strong enough to wipe your cavalry, you may want to rethink your approach and start again at step 1. If you?re hitting a small layer of warriors with your cavalry, and there are no other melee-layers, then let your Jaq attack go and watch the fireworks.



    Things To Watch Out For:
    # Online players. It?s just common sense to attack someone when you know they?re offline. This is doubly true for the Jaq Attack. Because it?s based on manipulating the enemy?s defensive setup to your advantage, and takes some time to do, so, it?d be easy for most online players to screw it up.



    # Ranged layers. Catapults and ballistas are a real pain when using this attack because they steal your layers and reduce effectiveness. If there are few enough of either, then use large layers to compensate.



    # Hyper-reinforcing alliances. After you?ve wiped a town once, the alliance it belongs to may attempt to reinforce it. Just keep using the attack over and over. It?s much easier to use on a freshly wiped town anyways. I?ve cleared millions of archers just in reinforcements from a single town before. In this way, you can turn just one town into a death trap for a good portion of an alliance?s armies.



    Addional Notes:

    This move will almost certainly not work for you if you don?t know what you?re doing. This site is called ?Pro Moves? for a reason. Familiarize yourself with the workings of the game and conventional warfare before attempting.

    If you should suffer a massive failure or be ambushed ? do not be discouraged and do not blame the attack. The attack works perfectly if used correctly. I have never had a failed Jaq Attack ever, and I have used it hundreds of times. If you are being ambushed, you need to focus on your intelligence gathering skills so you can start hitting offline players instead.

    The Jaq Attack is SLOW because of the catapults. I generally send it off first, especially against distant targets, then send the suicide waves to clear the target up while I?m waiting for it to get there.


    The Jaq Attack is very effective for item farming due to its power and cost-effectiveness.

    There are some that claim that scouts will layer for cavalry. This is true in some cases, but not for the reasons they expect. Scouts are actually treated as a non-combatant when grouped with certain units ? and you?ll be using at least 1 of everthing for maximum layering. I?d recommend sending 1 scout with the main attack just in case, but don?t rely on it.

    Your enemies will almost certainly attempt to retaliate with the same attack. You should welcome it. Because of its complexity, they won?t be able to figure it out on their own.

    Cataphracts can substitute for cavalry in some situations but are not recommended.

  • item farming (very advanced, by jaq)DateMon Feb 01, 2010 5:04 pm
    Topic by Dante. Forum: Guides

    The Secret To Item Farming
    By Jaq

    For a long time I have kept my methods of item farming secret ? sharing them only with a select few. Now that I am retired, I?ve decided to open up my best secrets to the public. In this installment, I will reveal the item farming secret which I have used to garner considerable wealth.

    There are four basic principles in item farming, and they must be used in conjunction to maximize the chance of success. In addition, there are situational concepts which can enhance your rate of success. Altogether, they can be used to not only get large numbers of desirable items such as teleports and Michelangelo?s scripts, but also specific items such as advanced teleporters.

    First Principle: Who

    There is no effective way to farm items from npc?s with their notoriously low drop rate. To be able to farm large numbers of items, you?ll need to hit players. The probability of gaining an item is strongly dependent on what items a person has in their inventory. Because of this, people who have large numbers of items in their inventory are significantly more likely to yield an item after being successfully attacked. In other words: those who pay for items or get lucky on the wheel.

    How To Apply It:

    There are several ways to tell if a person has a large item inventory and what they have in their inventory. First, they will tend to have a lot of level 10 buildings and teleport around a lot. Second, you may see them roll amulets. Whenever a player rolls a high value item off of an amulet, their name and what they won will appear in world chat. This makes it very easy to keep track of who has what. Third, they may bleed items off in attacks/defenses where normally they shouldn?t. For example, I?ve seen a person gain a Michelangelo?s script from defending against 1,000 warriors. The attacker almost certainly had a very large item inventory.

    (You may find it more effective to keep track of who has what as an alliance. By pooling your information, you can keep track of juicy targets more easily.)

    Second Principle: When

    Knowing when to attack is every bit as important as knowing whom to attack. For example, if you see someone win an item on the wheel that you want, you?ll need to attack them before they can use it in order to get it. It?s generally easier to farm items at the beginning of a server than the end ? because most people haven?t used their starting items yet. Lastly, you?ll almost always want to attack when your opponent is offline ? to greatly increase the chance of success.

    How To Apply it:

    Be as aggressive as you are capable of earlier on. If you are able to kill opponents effectively enough, you should develop quite a store of items by the second month. On one server, I was able to acquire 47 teleports and 13 Michelangelo?s scripts by the end of the first month. Keep a tally of who has what, and focus on players with large inventory stores when/if you go to war with them/their alliance. It?s much easier to check a long list than to make a short one and attempt to hunt them down.

    Third Principle: What

    Equally important to what a target has in their inventory, is what they have in the town you?re attacking. The larger the defending army killed, the greater the chance of getting an item. The algorithm for the probability of getting an item:

    I = Total cent values of items elligible to be rolled. (I will list them later.)
    L = The total loss value inflicted in the battle on the victim.
    C = Chance in terms of percentage of rolling to get an item.

    (L x I)/400 = C

    If the value of C is over 100, an additional formula is applied:

    (L x I)/2000 = C

    In essence, it is possible to get a second item on a successful attack.

    In each case the probability of getting an item is capped at 90%. So even if C has a value of 145, the chance of rolling for an item is still only 90%.

    I should also note that when you roll to get an item, you are still not guaranteed an item. The specific rules about this and the algorithm for determining which item is given will be discussed later in this post.

    L Values Per 1,000 Units:

    Archer: .405
    Ballista: 3
    Cataphract: 2.625
    Catapult: 8.7
    Cavalry: .855
    Pikeman: .27
    Rams: 4.125
    Transports: .8925
    Scouts: .2085
    Swords: .405
    Warriors: .0915
    Workers: .0675

    How To Apply It:

    Let?s do an example to demonstrate how this formula might work in-game: Player A attacks Player B with 100,000 cavalry and successfully kills the 20,000 archers defending his town. Player B has a total of 500 cents worth of items. So, to calculate the chance that player A rolls for an item, we?d use the following formula:

    L = .405 x 20
    L = 8.1

    I = 500

    (L x I)/400 = C
    (8.1 x 500)/400 = C
    4050/400 = C
    10.125 = C

    So the chance of Player A rolling for an item is 10.125%.

    Fourth Principle: How

    There remains one more obstacle in farming items. To get the sort of victory conditions needed to have a high percentage chance of getting an item, you?d need to kill 100,000 archers or equivalent with each successful attack. This can be difficult to do in a single attack. It is much easier to kill those sorts of numbers on defense ? but unfortunately, you cannot control how and when you are attacked. To truly farm items, you must attack. In addition, it must be an attack which can be repeated over and over to be considered farming. If the losses are high each time, it won?t be cost-effective enough to farm. So, we need an attack with the following qualities:

    * Kills large numbers of enemy troops with minimal losses.

    * Takes no or few losses in doing so.

    * Must be usable at will ? cannot be a defense.

    Fortunately, such an attack does exist.

    How To Apply It:

    That attack is called the Jaq Attack. You can read my guide on it by clicking HERE. I generally send between 5-6 out in a run ? prioritizing towns with 100k archers or equivalent and above. This is most effective in tight clusters ? where large numbers of targets are close.

    Advanced Item Farming Concepts:

    Now that we?ve covered the four basic principles in item farming, let?s cover some of the more advanced concepts. Let?s start with the algorithm for getting a specific item:

    Getting A Specific Item:

    The probability of getting any particular item is dependent upon the proximity of its cent value to the ?O? value. The formula is enormously complicated ? due to the fact that all possible items are included in the determination of the probability. So, instead of attempting to look at it through a broad mathematical model, let?s compare specific examples instead. For example:

    Player A attacks Player B and kills 80,000 archers. Player B has 1000 cents worth of items. Player A knows that Player B has both teleports (and nothing else at 30 cents value) and Michelangelo?s scripts. He wants to know what he?s most likely to get between the two. So, using the formulas:

    O = Odds value which determines the probability of all items when rolling.

    C/2 = O

    L = .405 x 80
    L = 32.4

    I = 1000

    (L x I)/400 = C
    (32.4 x 1000)/400 = C
    32400/400 = C
    81 = C
    81/2 = O
    40.5 = O

    (The probability of getting any one item is never above 50%.)

    So the probability of Player A getting a teleport scroll or a Michelangelo?s script is about equal ? leaning ever so slightly towards getting a Michelangelo?s script.

    The exact slope is unknown due to the limitations of my data set, and inconsequential. If you?re attempting to get a specific item, your focus will be on maximizing the probability of getting that item ? the minute probabilities of disparate items won?t factor into your estimations. Even if you want to know what other items are likely for a given attack, you only need to see which are closest in cent value to know which are most probable.

    Depending on what items are in the victim?s inventory, certain rules may apply:

    If the item selected in the roll isn?t in the victim?s inventory, the item is not awarded. It will then conduct two more checks, each time checking for the next closest item below of lesser value. If items of equal value exist, one will automatically be selected and awarded without additional checks ? each with an equal value of being selected.

    Returning to our previous example, let?s assume that the game selects a war ensign for Player A from successfully attacking Player B. However, Player B doesn?t have any in his inventory, so the game checks to see if Player B has any items of equal value. He has 1 war ensign and 1 truce agreement and no other 30 cent items. In this instance both the truce agreement and war ensign have a 50% chance of being selected.

    Here is a list of cent values and corresponding items:

    Cents:

    3 ? Speaker
    5 ? Amulet, Hero Hunting
    6 ? National Flag
    8 ? Anabasis
    10 ? Corselet, War Horn
    20 ? Holy Water, Dynamite
    30 ? City Teleporter, Epitome of Military Science, Truce Scroll, War Ensign
    50 ? Michelangelo?s Script, Civil Code
    60 ? Ivory Horn, Ultra Corselet
    90 ? Adv. City Teleporter
    100 ? On War, Speech Text
    120 ? Penicillin
    200 ? New ID
    500 ? Ritual of Pact

    Note: The above items are the only items eligible to be rolled, and the only ones included in the ?I? value.

    If you are awarded an item from the ?C? value, but your victim fails the 3 checks, you?ll get an npc roll instead. The game treats the person as an npc and grants an npc item roll based off the level of their townhall. Because npc?s have such low drop rates, this is generally undesirable. However, in rare instances you can be granted an item that you could not normally get off a player, such as a medal or speed up.

    Principle Of Multiplicity:

    This is an important advanced concept, and one you?ll be applying at multiple levels. Items gained are not removed from the victim?s inventory. As you and/or your alliance gains in items, so does your ?I? value. Gaining items necessarily increases the chance of others getting items. This means your opponents will have a better chance of getting items from you as well. In practice, this means it?s actually a GOOD thing if your enemies are trying to farm items too ? because it?ll raise their ?I? values and make it easier for you to get items from them. Put simply ? the more people that know how to item farm, the easier it will become to item farm.

    Feeding Your Farms:

    When you raise your ?I? value from successful farming, you?ll eventually start bleeding off items in normal suicide attacks. Each time you do so, you increase the ?I? value of the person you are trying to farm. In practice, this means you can ?give? a victim items that you can then win off of them.

    Cost And Profit:

    Sometimes it takes items to get items. I like to teleport around frequently with 1 city. It takes me about 2-3 teleports to land in an enemy cluster, and I?m able to get 5-6 teleports from a cluster on average. With a well used advanced city teleporter, I can do even better.

    Conclusion:

    Heavy item farming may not be practical for most players, especially newer players. However, even the most inexperienced player may be able to acquire a few extra items using these techniques. I realize that this article contains quite a lot of information ? it may take some work to learn and fully apply. Think of it as being like high risk/high reward npc farming. You?re committing a much larger number of troops to potential doom ? but the rate of success is much better (up to 90%). Happy hunting!

    Research Notes:

    The above conclusions derive from 536 pieces of raw data and 278 pieces of indirect data. Numerous formulas were tried during the testing phase ? the one presented within this article is the only one which accurately reflected all of the data and coherently explained outliers. I do not expect that it is the exact formula used by the Evony game engine, but that it accurately reflects the probabilistic nature in which items are rewarded for actions. It has been tested on servers 14, 31, and 57. It is possible the effectiveness of the above techniques may differ on different servers ? much like medal drops. It is also possible that Evony may change the drop rate at any time ? certain peculiarities in the current formula convince me this has occurred at least once before.

  • 12 ways to tell if a player is online (by jaq)DateMon Feb 01, 2010 5:03 pm
    Topic by Dante. Forum: Offence

    Of all the elements which decide the success of an attack, the offline or online status of the defender is most crucial. The online defender can set up ambushes, regenerate layers and fortify his towns. Even if you manage to break the defenses, an online defender can still truce, teleport, use speech scripts, comforting, ask for help, or send reinforcements from another town ? preventing conquest. For this reason, pro players almost never try to take a town from a defender they know is online, and even then, only if there is some special tactical reason for doing so. Because of the importance of knowing the online times of a potential opponent, the pro player should always have an arsenal of methods for determining the online status of his targets. I call this status detection. I?ve compiled twelve effective techniques ? meant to be used in conjunction for determining whether a potential target is online:

    1. Scouting: In addition to vital information, merely scouting creates a status detection opportunity. Most players reflexively heal slain troops ? including scouts. If a defending player heals scouts you?ve wiped, you know he?s online. This same principle can be applied to the regeneration of layers, if you?ve already attacked the player and killed some or all of his layers.

    2. Valley Theft: A sense of property ownership and the need to defend property are deeply rooted within the human psyche. So when you take a valley from another player, they will almost always attempt to take it back immediately. Naturally, you can use this to tell if they?re online. And if you should take a valley from a player while they sleep, recall troops and leave it there. They?ll probably attempt to take it back as soon as they log back in ? providing you precise information about their online times.

    3. Resource Use: An offline player can?t spend resources. If you have been scouting a player, and see a sudden drop in resources that doesn?t coincide with a drop in loyalty/defenses (indicating an attack), then the player is certainly online. Players, however, can GAIN resources while offline, due to normal resource generation, and market sales.

    4. Report Scanning: The pro player looks at every war report available to him in order to best understand his enemy. If your enemy attacks with any degree of frequency, he should leave a chronological footprint of his onlines times in your reports, and the reports of his other enemies. By studying them, you should look for a gap, generally 8-5 hours in which he never lands an attack. This is when he sleeps.

    5. NPC Patterns: Players will sometimes drastically vary their actions in order to prevent you from discovering their sleep times. Perhaps the easiest way to cut through this fog is to scout their NPC?s. Doing so is undetectable to them and will allow you to see when they farmed it. NPC?s regenerate 1.25% of their total resource value every 6 minutes. So if an NPC has 12.5% of its resource value in it when you scout it, you know it was farmed an hour ago. Next, measure the length of time it would require for his transports/ballistas to reach the NPC from his town. If you have a similar HBR, you can make an estimate just by picking a point of similar distance from your own town and seeing how long it takes to reach it.

    6. Whispers: Talking to a player can be an easy way to discover their status. It is most effective when the player does not suspect an attack from you, or when you make the message particularly enticing sounding. For example, if you are messaging an enemy, a ?Hi? is much less likely to elicit a response than, ?Nice move the other night.? In general, people are most likely to respond to compliments, insults, and proposals. Obviously, if a person responds to a whisper, it means they are online. If they do not, it doesn?t necessarily mean they are offline.

    7. Mails: Similar to the whisper tactic, establishing a conversation via mail can be an effective method for determining a player?s online times. You?ll want to space your mails out at least an hour apart each. This will allow you to look for gaps in your target?s response times. That gap is when he sleeps.

    8. Personal Info: You may find it helpful to know if your victim works, where they live, if they go to school or not. Their location will tell you their time zone, and thus, the range of their most likely sleep times. If they work, then they probably have additional blocks of time of absence separate from sleep time. Knowing the nature of their job can help you in your estimates. For example, someone doing an office job will almost certainly work during the day, while a club bouncer will probably work at night. All of this information can be found through discussions with the victim, or those that know them.

    9. Internet Footprint: In addition to Evony, your target likely uses many other functions the internet has to offer ? all of these provide potential data for their online times. One of my favorite tactics is to ask a neutral friend to begin a dialogue on an instant messaging program. The majority of instant messaging programs indicate whether or not contacts, such as your victim, are online or not. In addition, many record the precise times of messages, giving you detailed histories to work with. On top of instant messengers, there?s also forums, social networking sites, etc., which can provide you information on opponents.

    10. Attack Fakes: Any player worth his salt will attempt to prevent attacks on his cities. A popular method of doing so is by ambushing attacking troops. Send an attack at a city which will be easy to reinforce for your opponent, but isn?t yet all that well guarded. Be sure to scout first. Send a scout to hit (as a scouting mission) in the exact same second as the attack. Recall your attack at the last possible second. If the victim attempts to reinforce, you know he?s online.

    11. Spying: Good ole? fashioned spying. One of the many perks in crushing an alliance, is a few of its members will begin trading information for protection. Spy info is easy to come by and shouldn?t be overlooked. Spies can help you with many of the other methods, in addition to having access to logged sign-in times in the alliance tab.

    12. Spreadsheeting: If you?re having difficulty getting an iron lock on a person?s online times, it may help to gather all of the data you have and put it on a spreadsheet. This will help you compile larger amounts of data and discover nuanced patterns. This is particularly useful against people that are adept at hiding their patterns or have very fluid online times.

    It generally takes about 3 days of tracking to get a lock on a victim?s patterns. Some will be more predictable than others. There is never a 100% way to know if a person is online at any given second or not. You have to play the probabilities to get the highest possible chance of success. Happy status detecting!

  • all abot npc farming DateMon Feb 01, 2010 4:36 pm
    Topic by Dante. Forum: Guides

    1. BUILDING NPC CITY
    If you want your own NPC city you can build it by this way - conquer valley of level X ... build your new city in that spot ... go to another city you have, click main building - cities- abandon your new created city... now the city of level X will be ready for farming / conquering.

    2. RESOURCES/TROOPS/DEFENSE
    NPC city resources are replenish each 8 hrs, A barb city will take approx 1 hour to regenerate all to full (10% of the full amount per 6 minute tick). A barb city will also immediately regenerate approx 18% of all lost wall units each time some are destroyed. Example: if you destroyed 1000 towers and hit it again 1 second later 180 towers will be back


    3. ATTACKING
    Attacking low lvl NPC cities are mainly for resource and gold, this is done with ballistas to achieve 0 loses. The maximum level without loses is level 5, level 6 or more have trebuchets so you will always suffer losses there.
    But there are ARCHER TOWERS... so you need specific tech level of archery and Horseback Riding (HBR).

    Archery 08 / HBR 03 (Massive losses due to being in tower range)
    Archery 08 / HBR 04 (Smalls losses from units but @ tower safe range)
    Archery 08 / HBR 05 (0 Losses )
    Archery 08 / HBR 06 (0 Losses )
    Archery 08 / HBR 07 ( Small losses )
    Archery 08 / HBR 08 (Massive losses due to being in tower range)
    Archery 08 / HBR 09 (Massive losses due to being in tower range.)

    Archery 09 / HBR 01 (Small losses from units but @ tower safe range)
    Archery 09 / HBR 02 (0 Losses when using over 575 ballistas )
    Archery 09 / HBR 03 (0 Losses )
    Archery 09 / HBR 05 (Small losses from units but @ tower safe range)
    Archery 09 / HBR 06 (Small losses from units but @ tower safe range)
    Archery 09 / HBR 07 (Small losses from units @ tower safe range)
    Archery 09 / HBR 08 (0 Losses )
    Archery 09 / HBR 09 (0 Losses )



    Archery 10 / HBR 00 (0 Losses )
    Archery 10 / HBR 05 (0 Losses )
    Archery 10 / HBR 06 (0 Losses )
    Archery 10 / HBR 07 (0 Losses )
    Archery 10 / HBR 08 (0 Losses )
    Archery 10 / HBR 09 (0 Losses )
    Archery 10 / HBR 10 (0 Losses )

    4. NUMBER OF BALISTAS TO ATTACK
    This number depends on your hero ATTACK attribute, the safe numbers for heroes with no attack with 0 loses are:
    (Note: You still need one of the above zero loss Archery/HBR combinations)

    20 Ballistas vs Lvl1 NPC
    50 Ballistas vs Lvl2 NPC
    170 Ballistas vs Lvl3 NPC
    250 Ballistas vs Lvl4 NPC
    550 Ballistas vs Lvl5 NPC

    DONT FORGET TO HAVE RIGHT AMOUNT OF TRANSPORTERS!! they are similar to ballistas numbers so be sure that if you want farm you will take everything.

    In previous thread you saw lvl of HBR/ARCH if there is small losses due to troops, number of ballistas should be higher.

    Okay this is end, hope that there is everything important about farming... i don't mention medals because there have different drop rates on every server, and i don't mentioned tactics about LVL10, everyone should conquer it on their own.

  • Advanced Scout Bomb & (PvP) Offense - Tactics DateMon Feb 01, 2010 4:29 pm
    Topic by Dante. Forum: Offence

    Scout Bomb - Priority Targetting - Exercises

    - One key tactic that much of this guide is based on is the usage of the scout bomb tactic (as originally developed by Pokey after the wall/defense changes). That is, sending in 100k scouts on a kamikaze mission to attack an enemy base with gates open, killing about 20k archers (varies) , to be used repeatedly to eventually wear down the enemy enough, for your real 100k archer/rams/calv force to clear all troops. You can refer to that thread here: <add link that i can't find right now>
    - One aspect of this depends on the game mechanics of priority target. That is: with all things being equi-distant reachable by range, the attacking units will choose the unit that is most "valuable" as defined by # * resource cost.
    - It may somethings be difficult to figure out what your units will target, especially when you see something like 80k swords , 100k archers defending (for example), what will the scouts attack?
    - The way to find out, is to use Exercises from your rally point. Exercises from rally point, will almost always tell you, exactly what your scouts will attack, given the correct reading of defending troops. The # of kills will be wrong, but who to attack is always right. This way you can plug in #s, and find out which unit will be killed by scouts, and find out when to stop sending scouts.

    Gates Open/Close

    - It's important to realize that scout bombing does not work when gates are closed.
    - It is also important to note that scout bombs do NOT work when there's any other unit in the attack force. So sending in 99k scouts , and 1 warrior, will effectively nullify the scout bomb effect (of attacking archers)
    - Additionally, if the defending opponent has Archer towers up, your scouts will break on them, 100k scouts, even with 20% attack bonus will only kill about 700 ATs (some of which gets instantly repaired depending on his tech). If he has 18k , you are looking at a lot of losses for little gain.
    - I do not think this is winnable with brute forcing a closed gate with 18k ATs up. (Though i've never tried)
    - It is my proposal, that it is best to use maneuvers as described below post to overcome this, to detect player online/offline and gate open/close is key.

    Losing Heroes

    - It is important to note that even with loyalty 90+, you can still lose your heroes on attacks with scout bomb kamikazes.
    - This is based on if the defending city has empty spots available in their feasting hall.
    - Attackers need to be extremely careful sending in their prized 200+ ATK heroes on scout bombs. You need to either know that the guy is offline, or his heroes in feasting hall is full
    - Yet, the amount of archers you kill is directly proportional to the ATK power of your hero. So it is best to send a strong ATK hero, if you can risk it. You could always send fodder , hired heroes (ATK 60/70), but those will take more scouts to kill the same # of archers.

    - To mitigate the risk, one tactic here is: before your 100k scout bomb lands, send in a bunch of small, 1 scout, or 1 - whatever attacks. have them land 1 second before your 100k scout bomb attacks. Use crappy heroes as fodder. That way the person has not enough time to go to his feasting hall and "release" his captured heroes from the small fodder attacks.
    - If he has scouts and open gates, then even better, send in your scout on scout missions with a hero, which will also get your bad fodder heroes captured, and ensure the survival of your good hero when your real attack lands.


    Distance/Forward base

    - It should be obvious by now that the effectiveness of your attack depends on the relative distance of you vs the attacker, in order to achieve the element of surprise.
    - It is best to position an attack base / city at the next tile of the enemy.
    - You can do this by either setting up and building a forward city, or conquer a lvl 10 NPC.
    see this thread about how to conquer a LVL 10 NPC over great distances : http://bbs.evony.com/showthread.php?t=45...ghlight=forward
    - The distance to your enemy is directly inversely porportional to your rate and chance of winning the conflict.

    Marking a Target / Element of Surprise

    - Because of the beacon tower advantage, fighting an online opponent is extremely hard, they can see your attack timed to arrive down to the second, and do all sorts of maneuvers to counter it.
    - What I've found is useful is to "mark" the target of attack with a 1 worker attack, camped at 99 hrs.
    - This will initiate an attack of time: 100 hr on the target city.
    - Your opponents UI for reports button will start blinking continuously for the next 100 hours.
    - He will need to have the reports menu open the whole time in order to see when a "real attack" is on its way, instead of be notified by the blinking birdie.
    - The purpose of this is to 1) get the player complacent about the blinking birdie, and 2) put him on edge so he has to worry about it 24/7, and 3) hide your real attacks.
    - Doing this greatly increases your chance of success because you have the element of surprise. I typically send the 100 hr attack 24 hrs before I land in my forward base, so they get complacent, the down side of this they know you are about to hit them and they teleport away before you even get there!

    Honor Points

    - Don't worry about honor points.
    - I've realized that it's best to be at 0 honor. After a few scout bombs you will up the defender's honor, and lower your own to the point that they will only get 10% back on Heals, while you get 50%
    - This is actually to your advantage if you want to "win" by conquest. (note: will will lose by honor points, if you use that metric)

    Manuevers

    Feint/Multiple Cities:

    - This is farily standard and doesn't even rely on solely on scouts bombs. The idea here is to attack multiple targets of your enemy and use camp time to have them land at the same time.
    - This forces your oppoent to defend two positions instead of 1, and thus have to split his forces. Allow the attack to land on the undefended city, and recall the attack on the defended city at the last moment.
    - This tends to not work well at the end game, against big players, since everyone has enough defending armies in all cities to defend against your simultaneous attacks.

    Gate open / close Detection:

    - The situation here is that your opponent is online 24/7. (Or perhaps he's got friends who can play his account all the time.)
    - He will see your scout bombs coming and close the gate at the last second, and always open the gates on archer attacks. (see above on why this is bad)
    - note that: distance / marking target really helps with this situation (as described above)

    Gate open/close can be detected by this way:

    1) Relying on enemy scouts:
    If the enemy has scouts defending his base, that is sometimes a *good thing*.
    Even if you outnumber his scouts and can kill them, don't... leave them there
    Instead use those enemy scouts to your advantage to indicate whether or not the gate is open or closed at the last second.
    This resolves into a Simple Tactic, which is key:
    send a 1 scout , scout mission.
    if his gates are open, and he has more than 1 scout, your scout will die. red bar dissapears
    if his gates are closed, your scout will return. red bar becomes blue bar.

    Opponent Online/Offline Test:

    You can combine the above maneuvers to see if the person is online / offline during a given period by doing a test:


    - If the gates are open. Send a 100k scout bomb at the target. Then send a 1 scout , scout mission to land at the same time. Pull your 100k scout bomb at the last second. If you see a toggle in gate, you know the guy is online.

    - If the gates are closed. Do the opposite, send a 100k archer attack to the target, and send a 1 scout mission (or attack for method). To land at the last second. See what happens. Does he open the gate at the last second?

    - Special note here: that if you use attack method (as opposed to the scout method), you need to be aware that most high end players have friends playing their account in the same alliance. So these guys will scan war reports while they are on their main account.. and if they see your "test" attack land, they will go and logon to their friends account.

    - Always pull your troops last second to avoid unintentional losses. Remember this is just a test to see if he is online. If he knows you are doing a test, he might counter it by faking... but he takes a chance either way, because maybe you are not testing and let it land.
    - Depending on how paranoid you feel you can test once/twice/three times... before you make your real move.


    Pincher (ATs up, online):

    - The situation here is: the defender has 18k archer towers, and lots (even 900k) archers on defense, you have 3 million scouts you are ready to unload, but he is online and flipping gate open/close status

    If he is offline things are easy:
    gate closed - send 100k archers to remove ATs, then go to town to drop loyalty to 5, then bomb.
    gate open - just straight up scout bomb it.
    The hard part here is if he's online trying to prevent the scout bomb. (open gate when scouts are about to hit, close gate when archer has to hit.
    This requires a pincher maneuver.

    Here is the tactic:
    Send either a 100k archer/100k calv wave. Let say that lands in 6 mins.
    Over then next minute send a 100k scout wave, to land at exactly the same time your archers land, to the second. Using camp time.
    Next minute, send another 100k scout attack wave, using camp time.
    Repeat, as much as you are willing to risk with scouts.
    You now force the defending player to choose:
    open the gate - and suffer archer losses, due to the scout waves
    close the gate - and get his ATs destroyed. (Losing your ATs is extremely hurtful, tacitcally in the long run)

    - You must time this to land on the same second. To the point where the guy's click of open/close is not granular enough to differentiate the multiple attacks.

    There is also a way you can optimize your losses, and recall the correct attack(s) at the last second.
    Feint-Pincher:

    Optimization Option 1) use your scouts gate detection.

    This method requries the enemy to have a scout advantage, and also to not know about sending away his scouts to prevent this tactic)

    The idea here is to send a 1 scout, scout mission, 1 second before your attacks land.
    If you know he has scouts in his base. Your scout mission will return if the gates are closed, and the scout mission will die , if the gates are open.
    You have no time to click the report, and read the report.. what you will need to do within that 1 second is:
    OPEN your feasting hall menu. Assuming here you know which hero is on what attack.
    Watch the lower left corner of the screen for the RED/BLUE bar.
    If the red bar dissapears, your scout mission failed, and he died (gates open)
    If the red bar turns to blue, your scout mission succeed, and the gates are closed.
    You use this feedback and watch at the last second, to pull whichever attack you want. This will prevent your troops from dying unncessarily

    Optimization Option 2)
    - Take a gamble, it's like rolling a dice: 50/50. Try to predict which way the guy will go. And pull the attack you think he won't avoid. (This may not be that worthwhile). If you know your player, it may work.

    Calv Attrition: (ATs down):

    - Once ATs are down, the defender is at a huge tactical disadvantage.
    - Your scout bombs, even if he closes the gates, will not all die, they'll just return... (remember you still need to worry about losing your heroes).
    - At this point, the defender will probably leave his gates *closed* by default, and only open them on real attacks (100k archer/calvs).
    - What I usually do here is to use attrition and send 100k calv waves to slowly "catch him" on a closed gate to loot his resources.
    - This requires careful online, gate open/close detection. To protect your calv for running into an open gate.
    - Running into an open gate with calv isn't completely disastrous, depending on defensive configurations, you'll take something out.. (but its usually not worth it.)
    - The best bet is to loot them by detecting their gate status, and only let your attacks land when you detect the gate is closed.

    Calv tactical superiority
    - Sending in calv is best because : they are fast (sneak in 1 minute attacks to catch them off guard), and they can loot 20m resources, and even if they hit an open gate they have a chance to damage the enemy due to their speed. Always good to have 100k calv lying around to do this.

    Dealing with Heavy Meat defense - priority targetting:

    - Eventually everyone will understand priority targetting, and they will arm their defenses with something like 300k swords, and 280k archers. Scout bombs will trade 100k scouts for maybe 4k swords.. which will make it extremely expensive to attack the enemy. (vs 100k scouts , and 20k archers)

    - In this case you need to be willing to trader archers for killing swords/pikemen. If battle range starts at 5000 (if abistis are up), you will have around 4 rounds of opportunity for archers to hit their pike/swords, before your archers are annihilated. But you must also send rainbow layers. The best defense for this ironically would not be 18k ATs, but a combination of rolling logs , etc to take out layers.

    - In this case you will need to send archers FIRST, to clear some swords/pikemen, before you can start scout bombing. This adds a new layer of complexity, and the defender can always send his swords away on a reinforce mission at the last second. So you'll have to combine this with surprise or pinchers using archer/scouts.

    Win by Attrition:

    - This is more of a strategic realization, but one must sometimes realize that it may sometimes just not be possible to win by doing one massive 4 hr sitting. Because the defender comes online and does everything to counter, everything you do.

    - In these cases, the best bet is slowly attack them with repeated feint/pincher maneuvers over a several days period. Send attacks at random times, some at noon, some in the middle of the night. There is no way that he can be online to catch them all.
    - refer to "marking the target", helps a lot with this. There's no way that he's looking at the reports screen every second.

    Know your opponent:

    - Finally, in true Sun Tzu style: know your opponent, research him, figure out how he plays and more importantly: WHEN he plays.
    - Find out what timezone he plays in , and when he sleeps.
    - One thing I've used: for the frequent forum posters, is to search through his forum posts on evony forums (just go "search by poster") to figure out his play times. I've successfully used this to estimate when one opponent of mine, at his weakest time availability, and caught him offline sleeping in.

Content created by Dante
posts: 12
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