Forum: empire-en
Board: [589] Strategy & Tactics Discussion
Topic: [104791] The principles about defense
[-104791]
Streidominating (INT1) [INT1]
:: March 28, 2014, 3:13 p.m.
The principles about defense
Hi everyone,
this is a little guide to help everyone who wants to get better/learn more about defense. It will cover different things and I will occasionally expand the guide with more information or edit existing information. Also quotes from other people’s post will be added when I find them useful for this guide.
I hope it covers most of the things people have questions about.
Sections
You have to defend three sections on the wall:
Left Flank - Front - Right Flank
And behind these three sections is the keep - in which all soldiers that are not on the wall are stationed! That means also your attack soldiers that have no defense strength.
Keep bonus is very important
It means either:
+30% attack power for attacker in Keep - Bad for defender! - Will be achieved if attacker breaks all 3 sections! Meaning: left flank, front and right flank
+0% attack power for attacker in Keep - Neutral - If only 2 sections are broken through, there is no bonus or reduction
-30% attack power for attacker in Keep - Good for defender! - If only 1 section is broken through, the attacker will receive a penalty to his soldier's attack power in the keep
Types of bonuses
There are 5 types of bonuses to the strengths of your soldiers.
Wall bonus (Available on all sections) – Wall slots
It increases both melee strength and range strength of your soldiers by the amount of % you have on the wall. So 0% means +0% but +100% means double the strength.
Gate Bonus (Only at Front) – Gate slots
Same as wall bonus.
Moat bonus (Available on all sections after reaching level39 and building a moat) – Moat slots
Same as wall/gate bonus.
Melee Bonus (Available only through Castellan item bonuses and special tools) – Wall slots
You start at 100% melee soldier strength. If you have a bonus of 50% it will say 150% when you click on the flank. It means the melee soldiers receive a 50% bonus to their melee and ranged defense strength. So instead of like 100 melee and 50 ranged defense strength, you will have 150 and 75 respectively.
Range Bonus (Available on all sections) - Wall slots
Basically the same as melee bonus but for the ranged defense soldiers. The main difference is that it can be reduced to 0% with tools. That means your ranged defense soldiers will have 0 strength to melee and ranged defense instead of 50 melee and 100 ranged defense strength, making your ranged defense soldiers useless.
Total Bonus
fujiwara (post) informed me that the calculations are multiplicative, and not additive, so here is the formula for strength.
For calculations sake, the ranged soldier we will be calculating will be: 50 melee / 100 range defense
We will have following bonuses: 150% ranged (100% basic + 50% bonus), 100% wall, 50% gate, 20% moat
So first, we get our new base strength with the +50% ranged bonus strength. (+25 / +75)
75 melee / 150 range – from this point we calculate following bonuses:
+ 75 / +150 – from the 100% wall bonus (150 / 300)
+ 75 / +150 – from the 50% gate bonus (225 / 450)
+ 45 / + 90 – from the 20% moat bonus
The soldiers strength is now: 270 melee / 540 ranged
GGE would need to confirm this, but I’m pretty sure it is that way.
Tools & Attack Waves
Tools list part1
Tools list part2
from Aesthetic-Troop-and-Tool-Stat-List
You can set tools on your flanks and front. You should keep a high amount of tools on each section you have soldiers placed! So in a 100-0-0 defense, you only want to have tools on the left flank.
Tools will be used by each attack wave the attacker sends. So if he sends the maximum of 4 waves on the left flank, all tools placed there will be reduced by the amount of 4. If you use the same tool on two slots, it will be used twice. So for example 8 stones if you have stones on two slots.
For example if you have only 2 of each tool on either flank/front and the enemy sends 4 waves, on the 3rd and 4th wave you won’t get any bonus from tools, because you will have no more tools!
If the attacker sends 4 attack waves but not one soldier to the left flank, no tools will be used on the left flank, because he is only sending soldiers to front and right flank.
Tools only effect the strength of your soldiers on the flanks or front. They have no effect in the keep.
Level differences
Your level will determine the amount of soldiers/tools the attacker can send. There are certain level ranges for tools:
1st range till level 36
2nd range starts from lvl37 till 49
3rd range starts from lvl50 till 69
4th range starts from lv70
In the first range, the attacker will only be able to send a maximum number of 40 tools. And every stage is 10 more on each flank.
10-20-10 (1 slot – 2 slots – 1 slot) – 40 tools (lv1-36)
20-30-20 (2 slots – 3slots – 2 slots) – 70 tools (lv37-lv49)
30-40-30 (2 slots – 3slots – 2 slots) – 100 tools (lv50-lv68)
40-50-40 (2 slots – 3slots – 2 slots) – 130 tools (lv69-lv70)
The amount of soldiers per wave increases with each level by 5 soldiers. 1 – 3 – 1
Level01: 03-007-03
Level02: 04-010-04
Level10: 12-034-12
Level20: 22-064-22
Level30: 32-094-32
Level40: 42-124-42
Level50: 52-154-52 – From here it changes
Level51: 52-156-52 – From here it stays the same until
Level70: 64-192-64
In the beginning you can only send one wave. It increases after certain levels:
(Thanks to Bolt11 (profile) for the information below 3 Waves)
Level 01-12: 1 Wave (?)
Level 13-25: 2 Waves
Level 26-50: 3 Waves
Level 51-70: 4 Waves
Attackers priority
When defending you have to keep several things in mind:
The attacker wants to get the keep bonus, so he will most likely try to break all three sections
If he can’t break all three sections, for example in a 100-0-0 it’s difficult to break the left flank; he wants to send as many soldiers as possible to win the fight in the keep.
Many attackers want to reduce your ranged defense soldier’s strength to 0% and send a full ranged wave to exploit the created weakness against ranged attack soldiers.
Defense tactics (PN or post your favorite tactics! Or criticize the ones I posted)
Tips:
- Build/Max out all towers and expand as much as you can easily afford! Expanding the castle is very expensive at later stages.
- Always have about the same ratio of melee/ranged defense soldiers so you can adapt to all attacks while active – I don’t mean ratio 50/50 on walls, just in general like 200 melee and 200 ranged soldiers in the castle/OP, but you can always have more melee than ranged
- Try to afford yourself armorer tools, it is not a necessity but it substantially increases defense strength and your attacker might also be forced to use armorer tools to attack
- Fill all tool slots where you have soldiers stationed!!! Try to have as many tools as possible when you are not on the computer so you can defend multiple attacks should you receive many
- Try to get a combination (not necessarily all) of wall, moat, melee and ranged bonuses on your castellan. Latter bonuses are better for fights in the keep! Gate bonus is not that great because it’s only for the front wall.
- Early detection bonus/Watch Tower can be useful to detect attacks earlier so either your alliance can send support faster or to increase the time you can react to an attack
First of all, there is no perfect defense! All defenses are situational and should always be adjusted according to the attack. The common defenses are:
0-0-100/100-0-0
This tactic should only be used when you are inactive and cannot react to any incoming attack! It is used so you have a high chance of defending at least one flank, to prevent the attacker to get the +30% bonus in the keep.
But it’s also a good tactic if you know that you can't defend more than one section and are certain that you can win the fight in the keep. This would mean you have a high amount of defense soldiers in the keep.
It's also encouraging for alliance members to send support soldiers, because they know that the attacker won’t likely have an advantage with the keep bonus.
50-0-50
This defense is aimed so only one section is broken through, meaning the attacker will receive the -30% penalty in the keep. The flanks are easier to break through, but if the attacker fails to break through either flank, you will have a very high advantage in the keep. It is a more risky version of the 100-0-0/0-0-100 but more rewarding because you might win the fight without any help from alliance members and you might lose less soldiers. This defense is even better if you have armorer tools and a moat.
These defenses are good for periods of inactivity! The soldier ratio is very situational and there are too many theories involved in the ratio, so I won’t go into detail. If someone has more experience in soldier ratio for inactivity defense tactics, please post them or PM to me.
I read some posts about this type of defense:
1-1-98/98-1-1 – This is mostly useless because:
The attacker wants the fight to be in the keep, so he will most likely send as many soldiers as he can, so the 1% on left flank and front will be wasted.
You don’t need to have soldiers stationed on all sections if you want your enemy to have -30% soldier strength. For example in a 0-0-100 defense - if the attacker only send soldiers through the front(center) he will receive a -30% penalty in the keep, because he didn't send anything on the left flank. The only reason this defense might be used is to waste the tools of the attacker on the first wave if you lose the defense.
If you spread your soldiers on all three flanks, there is high chance an attacker will break through all sections. So 33-33-33, 25-50-25, 20-60-20 etc. are easier to break. With armorer tools and a moat, you might be able to hold all three sections this way. But I don’t recommend having this defense when you are not at the computer; a dedicated attacker will be able to break through such a defense if you cannot change it accordingly.
25-50-25 and 20-60-20 are viable with high bonuses and a moat, but 33-33-33 is absolutely not recommended.
In the end, if you are active and see an incoming attack, you need to change your defense according to what he is sending. Watch his tools, change your tools and change the melee/defense ratio to exploit possible weaknesses in his attack. Be careful though, a multiple wave attack will have everything summarized and will be more difficult to read.
Quotes from other players
Additional stuff
Humpers-Empire-Guide-Tools-and-Rubies
Aesthetic-Troop-and-Tool-Stat-List
----
In the end, this is all from my exerpience and stuff I read on the forums/wiki pages around the internet. Criticism is welcome and will improve the quality of this little guide
Hi everyone,
this is a little guide to help everyone who wants to get better/learn more about defense. It will cover different things and I will occasionally expand the guide with more information or edit existing information. Also quotes from other people’s post will be added when I find them useful for this guide.
I hope it covers most of the things people have questions about.
Sections
You have to defend three sections on the wall:
Left Flank - Front - Right Flank
And behind these three sections is the keep - in which all soldiers that are not on the wall are stationed! That means also your attack soldiers that have no defense strength.
Keep bonus is very important
It means either:
+30% attack power for attacker in Keep - Bad for defender! - Will be achieved if attacker breaks all 3 sections! Meaning: left flank, front and right flank
+0% attack power for attacker in Keep - Neutral - If only 2 sections are broken through, there is no bonus or reduction
-30% attack power for attacker in Keep - Good for defender! - If only 1 section is broken through, the attacker will receive a penalty to his soldier's attack power in the keep
Types of bonuses
There are 5 types of bonuses to the strengths of your soldiers.
Wall bonus (Available on all sections) – Wall slots
It increases both melee strength and range strength of your soldiers by the amount of % you have on the wall. So 0% means +0% but +100% means double the strength.
Gate Bonus (Only at Front) – Gate slots
Same as wall bonus.
Moat bonus (Available on all sections after reaching level39 and building a moat) – Moat slots
Same as wall/gate bonus.
Melee Bonus (Available only through Castellan item bonuses and special tools) – Wall slots
You start at 100% melee soldier strength. If you have a bonus of 50% it will say 150% when you click on the flank. It means the melee soldiers receive a 50% bonus to their melee and ranged defense strength. So instead of like 100 melee and 50 ranged defense strength, you will have 150 and 75 respectively.
Range Bonus (Available on all sections) - Wall slots
Basically the same as melee bonus but for the ranged defense soldiers. The main difference is that it can be reduced to 0% with tools. That means your ranged defense soldiers will have 0 strength to melee and ranged defense instead of 50 melee and 100 ranged defense strength, making your ranged defense soldiers useless.
Total Bonus
fujiwara (post) informed me that the calculations are multiplicative, and not additive, so here is the formula for strength.
For calculations sake, the ranged soldier we will be calculating will be: 50 melee / 100 range defense
We will have following bonuses: 150% ranged (100% basic + 50% bonus), 100% wall, 50% gate, 20% moat
So first, we get our new base strength with the +50% ranged bonus strength. (+25 / +75)
75 melee / 150 range – from this point we calculate following bonuses:
+ 75 / +150 – from the 100% wall bonus (150 / 300)
+ 75 / +150 – from the 50% gate bonus (225 / 450)
+ 45 / + 90 – from the 20% moat bonus
The soldiers strength is now: 270 melee / 540 ranged
GGE would need to confirm this, but I’m pretty sure it is that way.
Tools & Attack Waves
Tools list part1
Tools list part2
from Aesthetic-Troop-and-Tool-Stat-List
You can set tools on your flanks and front. You should keep a high amount of tools on each section you have soldiers placed! So in a 100-0-0 defense, you only want to have tools on the left flank.
Tools will be used by each attack wave the attacker sends. So if he sends the maximum of 4 waves on the left flank, all tools placed there will be reduced by the amount of 4. If you use the same tool on two slots, it will be used twice. So for example 8 stones if you have stones on two slots.
For example if you have only 2 of each tool on either flank/front and the enemy sends 4 waves, on the 3rd and 4th wave you won’t get any bonus from tools, because you will have no more tools!
If the attacker sends 4 attack waves but not one soldier to the left flank, no tools will be used on the left flank, because he is only sending soldiers to front and right flank.
Tools only effect the strength of your soldiers on the flanks or front. They have no effect in the keep.
Level differences
Your level will determine the amount of soldiers/tools the attacker can send. There are certain level ranges for tools:
1st range till level 36
2nd range starts from lvl37 till 49
3rd range starts from lvl50 till 69
4th range starts from lv70
In the first range, the attacker will only be able to send a maximum number of 40 tools. And every stage is 10 more on each flank.
10-20-10 (1 slot – 2 slots – 1 slot) – 40 tools (lv1-36)
20-30-20 (2 slots – 3slots – 2 slots) – 70 tools (lv37-lv49)
30-40-30 (2 slots – 3slots – 2 slots) – 100 tools (lv50-lv68)
40-50-40 (2 slots – 3slots – 2 slots) – 130 tools (lv69-lv70)
The amount of soldiers per wave increases with each level by 5 soldiers. 1 – 3 – 1
Level01: 03-007-03
Level02: 04-010-04
Level10: 12-034-12
Level20: 22-064-22
Level30: 32-094-32
Level40: 42-124-42
Level50: 52-154-52 – From here it changes
Level51: 52-156-52 – From here it stays the same until
Level70: 64-192-64
In the beginning you can only send one wave. It increases after certain levels:
(Thanks to Bolt11 (profile) for the information below 3 Waves)
Level 01-12: 1 Wave (?)
Level 13-25: 2 Waves
Level 26-50: 3 Waves
Level 51-70: 4 Waves
Attackers priority
When defending you have to keep several things in mind:
The attacker wants to get the keep bonus, so he will most likely try to break all three sections
If he can’t break all three sections, for example in a 100-0-0 it’s difficult to break the left flank; he wants to send as many soldiers as possible to win the fight in the keep.
Many attackers want to reduce your ranged defense soldier’s strength to 0% and send a full ranged wave to exploit the created weakness against ranged attack soldiers.
Defense tactics (PN or post your favorite tactics! Or criticize the ones I posted)
Tips:
- Build/Max out all towers and expand as much as you can easily afford! Expanding the castle is very expensive at later stages.
- Always have about the same ratio of melee/ranged defense soldiers so you can adapt to all attacks while active – I don’t mean ratio 50/50 on walls, just in general like 200 melee and 200 ranged soldiers in the castle/OP, but you can always have more melee than ranged
- Try to afford yourself armorer tools, it is not a necessity but it substantially increases defense strength and your attacker might also be forced to use armorer tools to attack
- Fill all tool slots where you have soldiers stationed!!! Try to have as many tools as possible when you are not on the computer so you can defend multiple attacks should you receive many
- Try to get a combination (not necessarily all) of wall, moat, melee and ranged bonuses on your castellan. Latter bonuses are better for fights in the keep! Gate bonus is not that great because it’s only for the front wall.
- Early detection bonus/Watch Tower can be useful to detect attacks earlier so either your alliance can send support faster or to increase the time you can react to an attack
First of all, there is no perfect defense! All defenses are situational and should always be adjusted according to the attack. The common defenses are:
0-0-100/100-0-0
This tactic should only be used when you are inactive and cannot react to any incoming attack! It is used so you have a high chance of defending at least one flank, to prevent the attacker to get the +30% bonus in the keep.
But it’s also a good tactic if you know that you can't defend more than one section and are certain that you can win the fight in the keep. This would mean you have a high amount of defense soldiers in the keep.
It's also encouraging for alliance members to send support soldiers, because they know that the attacker won’t likely have an advantage with the keep bonus.
50-0-50
This defense is aimed so only one section is broken through, meaning the attacker will receive the -30% penalty in the keep. The flanks are easier to break through, but if the attacker fails to break through either flank, you will have a very high advantage in the keep. It is a more risky version of the 100-0-0/0-0-100 but more rewarding because you might win the fight without any help from alliance members and you might lose less soldiers. This defense is even better if you have armorer tools and a moat.
These defenses are good for periods of inactivity! The soldier ratio is very situational and there are too many theories involved in the ratio, so I won’t go into detail. If someone has more experience in soldier ratio for inactivity defense tactics, please post them or PM to me.
I read some posts about this type of defense:
1-1-98/98-1-1 – This is mostly useless because:
The attacker wants the fight to be in the keep, so he will most likely send as many soldiers as he can, so the 1% on left flank and front will be wasted.
You don’t need to have soldiers stationed on all sections if you want your enemy to have -30% soldier strength. For example in a 0-0-100 defense - if the attacker only send soldiers through the front(center) he will receive a -30% penalty in the keep, because he didn't send anything on the left flank. The only reason this defense might be used is to waste the tools of the attacker on the first wave if you lose the defense.
If you spread your soldiers on all three flanks, there is high chance an attacker will break through all sections. So 33-33-33, 25-50-25, 20-60-20 etc. are easier to break. With armorer tools and a moat, you might be able to hold all three sections this way. But I don’t recommend having this defense when you are not at the computer; a dedicated attacker will be able to break through such a defense if you cannot change it accordingly.
25-50-25 and 20-60-20 are viable with high bonuses and a moat, but 33-33-33 is absolutely not recommended.
In the end, if you are active and see an incoming attack, you need to change your defense according to what he is sending. Watch his tools, change your tools and change the melee/defense ratio to exploit possible weaknesses in his attack. Be careful though, a multiple wave attack will have everything summarized and will be more difficult to read.
Quotes from other players
dueltheabdul wrote: »I don't fully agree with keeping equal amounts of Melee and Ranged. The most effective melee/ranged ratio is 80/20.
If you do 50/50 and the attacker uses mantlets or shield walls then half of your defense just got trashed. But if you only have 20% ranged and the attack uses mantlets, then you only lose 20% of your defense on the wall and the melee on the wall can struggle to kill off the melee.
”Triangle” wrote:This is my personal guide:
30-40-30 Use when, despite the attacker's tools, you will still be able to get a 30% bonus or more on all wall sections, and you feel comfortable that you will be able to win at least 2 wall sections.
0-100-0 Use when you don't want to fight the majority of the enemy army in the courtyard, either when their commander is better than your castellian or when you have a significant bonus (wall, moat, gate combat strength etc) in the centre and feel comfortable that you will be able to win there.
50-0-50 Use when you cannot gain more than a 30% bonus over your enemy on the walls, and feel comfortable that you will still be able to win against 40% of the enemy force on the walls.
100-0-0 Safest option, use when you want the battle to be decided by your castellian's bonuses.
Additional stuff
Humpers-Empire-Guide-Tools-and-Rubies
Aesthetic-Troop-and-Tool-Stat-List
----
In the end, this is all from my exerpience and stuff I read on the forums/wiki pages around the internet. Criticism is welcome and will improve the quality of this little guide
[1734027]
Streidominating (INT1) [INT1]
:: April 3, 2014, 9:52 a.m.
- reserved should there be a post size limit
[1734037]
ManasRuler [None]
:: April 3, 2014, 10:29 a.m.
Streidominating wrote: »The principles about defense
Hi everyone,
this is a little guide to help everyone who wants to get better/learn more about defense. It will cover different things and I will occasionally expand the guide with more information or edit existing information. Also quotes from other people’s post will be added when I find them useful for this guide.
I hope it covers most of the things people have questions about.
Sections
You have to defend three sections on the wall:
Left Flank - Front - Right Flank
And behind these three sections is the keep - in which all soldiers that are not on the wall are stationed! That means also your attack soldiers that have no defense strength.
Keep bonus is very important
It means either:
+30% attack power for attacker in Keep - Bad for defender! - Will be achieved if attacker breaks all 3 sections! Meaning: left flank, front and right flank
+0% attack power for attacker in Keep - Neutral - If only 2 sections are broken through, there is no bonus or reduction
-30% attack power for attacker in Keep - Good for defender! - If only 1 section is broken through, the attacker will receive a penalty to his soldier's attack power in the keep
Types of bonuses
There are 5 types of bonuses to the strengths of your soldiers.
Wall bonus (Available on all sections) – Wall slots
It increases both melee strength and range strength of your soldiers by the amount of % you have on the wall. So 0% means +0% but +100% means double the strength.
Gate Bonus (Only at Front) – Gate slots
Same as wall bonus.
Moat bonus (Available on all sections after reaching level39 and building a moat) – Moat slots
Same as wall/gate bonus.
Melee Bonus (Available only through Castellan item bonuses and special tools) – Wall slots
You start at 100% melee soldier strength. If you have a bonus of 50% it will say 150% when you click on the flank. It means the melee soldiers receive a 50% bonus to their melee and ranged defense strength. So instead of like 100 melee and 50 ranged defense strength, you will have 150 and 75 respectively.
Range Bonus (Available on all sections) - Wall slots
Basically the same as melee bonus but for the ranged defense soldiers. The main difference is that it can be reduced to 0% with tools. That means your ranged defense soldiers will have 0 strength to melee and ranged defense instead of 50 melee and 100 ranged defense strength, making your ranged defense soldiers useless.
Total Bonus
I don’t know for sure how it is calculated! But I am assuming following:
For calculations sake, the ranged soldier we will be calculating will be: 50 melee / 100 range defense
We will have following bonuses: 150% ranged (100% basic + 50% bonus), 100% wall, 50% gate, 20% moat
So first, we get our new base strength with the +50% ranged bonus strength. (+25 / +75)
75 melee / 150 range – from this point we calculate following bonuses:
+ 75 / +150 – from the 100% wall bonus
+ 38 / +75 – from the 50% gate bonus
+ 15 / +30 – from the 20% moat bonus
The soldiers strength is now: 203 melee / 405 ranged
I don’t know if this is how it’s calculated, but I’m 90% sure it is that way.
Tools & Attack Waves
Tools list part1
Tools list part2
from Aesthetic-Troop-and-Tool-Stat-List
You can set tools on your flanks and front. You should keep a high amount of tools on each section you have soldiers placed! So in a 100-0-0 defense, you only want to have tools on the left flank.
Tools will be used by each attack wave the attacker sends. So if he sends the maximum of 4 waves on the left flank, all tools placed there will be reduced by the amount of 4. If you use the same tool on two slots, it will be used twice. So for example 8 stones if you have stones on two slots.
For example if you have only 2 of each tool on either flank/front and the enemy sends 4 waves, on the 3rd and 4th wave you won’t get any bonus from tools, because you will have no more tools!
If the attacker sends 4 attack waves but not one soldier to the left flank, no tools will be used on the left flank, because he is only sending soldiers to front and right flank.
Tools only effect the strength of your soldiers on the flanks or front. They have no effect in the keep.
Level differences
Your level will determine the amount of soldiers/tools the attacker can send. There are certain level ranges for tools:
1st range till level 36
2nd range starts from lvl37 till 49
3rd range starts from lvl50 till 69
4th range starts from lv70
In the first range, the attacker will only be able to send a maximum number of 40 tools. And every stage is 10 more on each flank.
10-20-10 (1 slot – 2 slots – 1 slot) – 40 tools (lv1-36)
20-30-20 (2 slots – 3slots – 2 slots) – 70 tools (lv37-lv49)
30-40-30 (2 slots – 3slots – 2 slots) – 100 tools (lv50-lv69)
40-50-40 (2 slots – 3slots – 2 slots) – 130 tools (lv70)
The amount of soldiers per wave increases with each level by 5 soldiers. 1 – 3 – 1
Level01: 03-007-03
Level02: 04-010-04
Level10: 12-034-12
Level20: 22-064-22
Level30: 32-094-32
Level40: 42-124-42
Level50: 52-154-52 – From here it changes
Level51: 52-156-52 – From here it stays the same until
Level70: 64-192-64
In the beginning you can only send one wave. It increases after certain levels, not sure about each level but for me, I’m 39 can send 3 waves and can send 4 waves starting from Level 51.
(If you want to help improve this guide, please message me or post your level, the amount of waves you can send and starting from which level you can send one more wave)
Attackers priority
When defending you have to keep several things in mind:
The attacker wants to get the keep bonus, so he will most likely try to break all three sections
If he can’t break all three sections, for example in a 100-0-0 it’s difficult to break the left flank; he wants to send as many soldiers as possible to win the fight in the keep.
Many attackers want to reduce your ranged defense soldier’s strength to 0% and send a full ranged wave to exploit the created weakness against ranged attack soldiers.
Defense tactics (PN or post your favorite tactics! Or criticize the ones I posted)
Tips:
- Build/Max out all towers and expand as much as you can easily afford! Expanding the castle is very expensive at later stages.
- Always have about the same ratio of melee/ranged defense soldiers so you can adapt to all attacks
- Try to afford yourself armorer tools, it is not a necessity but it substantially increases defense strength and your attacker might also be forced to use armorer tools to attack
- Fill all tool slots where you have soldiers stationed!!! Try to have as many tools as possible when you are not on the computer so you can defend multiple attacks should you receive many
- Try to get a combination (not necessarily all) of wall, moat, melee and ranged bonuses on your castellan. Latter bonuses are better for fights in the keep! Gate bonus is not that great because it’s only for the front wall.
- Early detection bonus/Watch Tower can be useful to detect attacks earlier so either your alliance can send support faster or to increase the time you can react to an attack
First of all, there is no perfect defense! All defenses are situational and should always be adjusted according to the attack. The common defenses are:
0-0-100/100-0-0
This tactic should only be used when you are inactive and cannot react to any incoming attack! It is used so you have a high chance of defending at least one flank, to prevent the attacker to get the +30% bonus in the keep.
But it’s also a good tactic if you know that you can't defend more than one section and are certain that you can win the fight in the keep. This would mean you have a high amount of defense soldiers in the keep.
It's also encouraging for alliance members to send support soldiers, because they know that the attacker won’t likely have an advantage with the keep bonus.
50-0-50
This defense is aimed so only one section is broken through, meaning the attacker will receive the -30% penalty in the keep. The flanks are easier to break through, but if the attacker fails to break through either flank, you will have a very high advantage in the keep. It is a more risky version of the 100-0-0/0-0-100 but more rewarding because you might win the fight without any help from alliance members and you might lose less soldiers. This defense is even better if you have armorer tools and a moat.
These defenses are good for periods of inactivity! The soldier ratio is very situational and there are too many theories involved in the ratio, so I won’t go into detail. If someone has more experience in soldier ratio for inactivity defense tactics, please post them or PM to me.
I read some posts about this type of defense:
1-1-98/98-1-1 – This is mostly useless because:
The attacker wants the fight to be in the keep, so he will most likely send as many soldiers as he can, so the 1% on left flank and front will be wasted.
You don’t need to have soldiers stationed on all sections if you want your enemy to have -30% soldier strength. For example in a 0-0-100 defense - if the attacker only send soldiers through the front(center) he will receive a -30% penalty in the keep, because he didn't send anything on the left flank.
If you spread your soldiers on all three flanks, there is high chance an attacker will break through all sections. So 33-33-33, 25-50-25, 20-60-20 etc. are easier to break. With armorer tools and a moat, you might be able to hold all three sections this way. But I don’t recommend having this defense when you are not at the computer; a dedicated attacker might be able to break through such a defense if you cannot change the defense accordingly.
25-50-25 and 20-60-20 are viable with high bonuses and a moat, but 33-33-33 is absolutely not recommended.
In the end, if you are active and see an incoming attack, you need to change your defense according to what he is sending. Watch his tools, change your tools and change the melee/defense ratio to exploit possible weaknesses in his attack. Be careful though, a multiple wave attack will have everything summarized and will be more difficult to read.
Quotes from other players
Additional stuff
Humpers-Empire-Guide-Tools-and-Rubies
Aesthetic-Troop-and-Tool-Stat-List
----
In the end, this is all from my exerpience and stuff I read on the forums/wiki pages around the internet. Criticism is welcome and will improve the quality of this little guide
Umm.....
Thanks for the Seminar
[1734257]
pacmanzkocky [None]
:: April 3, 2014, 6:02 p.m.
i swear i saw this on another thread
[1734259]
cr8rb8 [None]
:: April 3, 2014, 6:05 p.m.
Thanks for all the time you put into complying this information. When I was first starting out in the game, I looked for something like this and could not find it. There were bits and pieces but, nothing that broke defensive info into easy to understand steps.
I think it would be a great idea for those that are defender savvy, to help make this guide even better.
It seems like the forums have turned into bashing grounds for anyone and anything. I know I'm probably dreaming however, I think it would be great if newcomers to the game actually had guides for each part of the game to refer to. I know I would of loved to find more info when I first started.
Once again, thanks for all your hard work. It will help many new people understand how to start defending their castle.
I think it would be a great idea for those that are defender savvy, to help make this guide even better.
It seems like the forums have turned into bashing grounds for anyone and anything. I know I'm probably dreaming however, I think it would be great if newcomers to the game actually had guides for each part of the game to refer to. I know I would of loved to find more info when I first started.
Once again, thanks for all your hard work. It will help many new people understand how to start defending their castle.
[1734856]
Streidominating (INT1) [INT1]
:: April 4, 2014, 12:07 p.m.
pacmanzkocky wrote: »i swear i saw this on another thread
Not sure if sarcastic or not.
I really doubt you saw the whole thing on another thread
It's true I have some information from other threads like I mentioned, but the only things I copy & pasted was the quote and the two links.
Thanks for all the time you put into complying this information. When I was first starting out in the game, I looked for something like this and could not find it. There were bits and pieces but, nothing that broke defensive info into easy to understand steps.
I think it would be a great idea for those that are defender savvy, to help make this guide even better.
It seems like the forums have turned into bashing grounds for anyone and anything. I know I'm probably dreaming however, I think it would be great if newcomers to the game actually had guides for each part of the game to refer to. I know I would of loved to find more info when I first started.
Once again, thanks for all your hard work. It will help many new people understand how to start defending their castle.
I'm glad my work was worth it. My purpose was indeed to put all bits and pieces together, so people wont have to go through several threads & comments and especially to help people who still have a beginner's understanding of defense. Of course I don't assume everyone who reads this or finds it useful are beginners
[1734860]
Batten (GB1) [GB1]
:: April 4, 2014, 12:31 p.m.
Useful will recommend it to others
[1735973]
TuckerAden [None]
:: April 6, 2014, 2:22 a.m.
Could you please clarify a point you made above: that ranged soldiers can be rendered ineffective… Might you provide an example of when this is the case? Are there not defense tools that can protect against such a force?
~ Many thanks
~ Many thanks
[1736016]
dueltheabdul (INT1) [None]
:: April 6, 2014, 2:42 a.m.
I don't fully agree with keeping equal amounts of Melee and Ranged. The most effective melee/ranged ratio is 80/20.
If you do 50/50 and the attacker uses mantlets or shield walls then half of your defense just got trashed. But if you only have 20% ranged and the attack uses mantlets, then you only lose 20% of your defense on the wall and the melee on the wall can struggle to kill off the melee.
If you do 50/50 and the attacker uses mantlets or shield walls then half of your defense just got trashed. But if you only have 20% ranged and the attack uses mantlets, then you only lose 20% of your defense on the wall and the melee on the wall can struggle to kill off the melee.
[1736397]
wijan [None]
:: April 6, 2014, 1:31 p.m.
i agree with cr8rb8. it is still helpful. was wondering, the slodiers on the wall stay on the wall if not attacked or do they fall back to the keep to help fight in the courtyard?
[1736674]
dueltheabdul (INT1) [None]
:: April 6, 2014, 10:56 p.m.
i agree with cr8rb8. it is still helpful. was wondering, the slodiers on the wall stay on the wall if not attacked or do they fall back to the keep to help fight in the courtyard?
Soldiers that survive the wall (whether they got attacked or not) go and fight with the rest of the defenders in the keep.
[1739310]
Streidominating (INT1) [INT1]
:: April 10, 2014, 7:45 a.m.
TuckerAden wrote: »Could you please clarify a point you made above: that ranged soldiers can be rendered ineffective… Might you provide an example of when this is the case? Are there not defense tools that can protect against such a force?
An example would be, that the total strength of your ranged defense soldiers on the wall is 150% - if the attacker is sending: 30 Mantlets(30x5%), 15 Cast Iron Mantlets(15x10%) or 10 Shield Walls(10x15%), then the strength of your ranged defense soldiers will be 0% - that means instead of 50 melee and 130 ranged defense strength, they will have 0. Which makes them useless.
The only ways to protect yourself against this is, either increase the ranged defense bonus to an amount which cannot be reduced to 0 - like if you are still below level 37, the attacker can only send 10 tools on flanks and 20 on gate, which means if you want at least 50% strength for the defense soldiers, you will need 200% ranged bonus on flanks and 350% on gate - which is very high. This bonus can be increased with Flaming Arrows(25%), Bulwarks(50%) and Arrrow Slits(75%).
With higher levels it will be more difficult, since when you reach level 37, the attack can send 20 tools on flanks and 30 on front, which means a maximum of 300% decrease on flanks and 450% on gate. But please note, that is only with the armorer tools and attacks like these cost alot of rubies! Also defending with armorer tools can be very expensive, but should still be cheaper than a full armorer tools attack.
The other way is to set your unit ratio on the walls to something like 80% melee and 20% ranged, then try to keep a balanced ratio of wall/gate/ranged bonus, so only one(flanks) or two(front) bonuses can be reduced to 0%. Defending like this will be easier with a moat(starting at level 39) and if you are still below 49 (see level ranges in my first post)
This way, the attacker should always have a disadvantage. If he decides to reduce only ranged bonus to 0% on your flanks, your wall bonus should increase the effectiveness of your melee soldiers to still be able to defend well against ranged attack waves. Same for front, if he only reduces one of the wall/gate bonus and the ranged bonus, you will still have the wall or gate bonus he didn't reduce to 0%.
This does't mean that you will have a 100% chance of defending full ranged attacks, but it increases the chance and you will always kill more soldiers on the wall than with a 50/50 ratio.
If he only reduces wall and gate to 0%, then you will still have the advantage of being able to defend efficiently against melee and ranged waves, since the 20% ranged defense soldiers will still receive a good increase against ranged attackers and your 80% melee defense soldiers are still strong against melee attackers because of their high number.
dueltheabdul wrote: »I don't fully agree with keeping equal amounts of Melee and Ranged. The most effective melee/ranged ratio is 80/20.
If you do 50/50 and the attacker uses mantlets or shield walls then half of your defense just got trashed. But if you only have 20% ranged and the attack uses mantlets, then you only lose 20% of your defense on the wall and the melee on the wall can struggle to kill off the melee.
Thanks for the feedback. I didn't mean to recommend having 50/50 on walls, just having this amount of stationed soldiers in the castles/OPs so you can be more adaptive to all kinds of attacks when you see an attack coming. Like switching to 100% melee or 100% ranged etc., should the attack be weak against either. But having more melee than ranged soldiers stationed should also be good after reading your comment.
I added it to the quotes section.
[1780700]
ranger will1 (US1) [None]
:: June 5, 2014, 12:55 p.m.
you said expand ur walls as much as you can easily afford.. as a suggestion i say expand walls at all costs as long as you are using recources.... that should be top prioity.. not easily afford
[1782273]
Billy962 [None]
:: June 7, 2014, 3:01 p.m.
dueltheabdul wrote: »I don't fully agree with keeping equal amounts of Melee and Ranged. The most effective melee/ranged ratio is 80/20.
If you do 50/50 and the attacker uses mantlets or shield walls then half of your defense just got trashed. But if you only have 20% ranged and the attack uses mantlets, then you only lose 20% of your defense on the wall and the melee on the wall can struggle to kill off the melee.
In that case, you're better off doing a 100% melee defense and fighting the ranged in the keep.
Usually, 100% melee is better than other setups, because there is no way to reduce melee strength to 0, while you can do that for ranged.
[1782979]
dueltheabdul (INT1) [None]
:: June 8, 2014, 3:02 p.m.
In that case, you're better off doing a 100% melee defense and fighting the ranged in the keep.
Usually, 100% melee is better than other setups, because there is no way to reduce melee strength to 0, while you can do that for ranged.
Yeah that's what my alliance does when we are online. But as a default setup for when you go offline, 100% melee could be pretty weak if you use the right tools and commander.
[1812732]
Alex_Swetty [None]
:: July 18, 2014, 11:29 a.m.
a couple of things: 1) The tools an attacker uses to negate ranged defences only negate the BONUS of those defenders. So if your castellan gives a 35% ranged bonus but the attacker's tools remove 60% ranged bonus, your ranged defenders won't be useless, they will still have 100% of their original fighting power, however the castellan bonus will be useless as it is completely negated.
2) A question. Does anyone know what the detection time of an attacking army is, both with and/or without watchtowers?
2) A question. Does anyone know what the detection time of an attacking army is, both with and/or without watchtowers?
[1813085]
Billy962 [None]
:: July 18, 2014, 9:21 p.m.
Alex_Swetty wrote: »a couple of things: 1) The tools an attacker uses to negate ranged defences only negate the BONUS of those defenders. So if your castellan gives a 35% ranged bonus but the attacker's tools remove 60% ranged bonus, your ranged defenders won't be useless, they will still have 100% of their original fighting power, however the castellan bonus will be useless as it is completely negated.
2) A question. Does anyone know what the detection time of an attacking army is, both with and/or without watchtowers?
1) No it doesn't. I can show you a report as proof.
2) Depends on equipment/gems, size of army, watchtower level, research level, and distance between castles.
[1814602]
Phantom Menace [None]
:: July 20, 2014, 2:45 p.m.
Streidominating wrote: »An example would be, that the total strength of your ranged defense soldiers on the wall is 150% - if the attacker is sending: 30 Mantlets(30x5%), 15 Cast Iron Mantlets(15x10%) or 10 Shield Walls(10x15%), then the strength of your ranged defense soldiers will be 0% - that means instead of 50 melee and 130 ranged defense strength, they will have 0. Which makes them useless.
There is a debate in my alliance today over this issue. It makes sense to me that if you take the ranged defense to zero then he is nothing more than a weak melee defender and ranged attackers would easily take him out. I am being told that he still has his original 100% ranged defenses and that we should be sending melee attackers in there. We never see bonuses less than 100% so my guess is what we see is his original 100% plus the tools. OThers are telling me that if he is showing ranged defenses of 200% then then using tools to take that out brings him back to normal.
[1815466]
therealsporer (US1) [None]
:: July 22, 2014, 12:26 a.m.
ranged boost and mantlets work differently from other boosts and tools.Phantom Menace wrote: »There is a debate in my alliance today over this issue. It makes sense to me that if you take the ranged defense to zero then he is nothing more than a weak melee defender and ranged attackers would easily take him out. I am being told that he still has his original 100% ranged defenses and that we should be sending melee attackers in there. We never see bonuses less than 100% so my guess is what we see is his original 100% plus the tools. OThers are telling me that if he is showing ranged defenses of 200% then then using tools to take that out brings him back to normal.
If defender has no tools then it displays 100% ranged
if defender has 25% ranged boost then it shows 125% ranged
25 mantlets will take that to 0
by the way, thanks for the posts very nice thread
[1853188]
fujiwara (GB1) [GB1]
:: Sept. 27, 2014, 4:25 p.m.
Streidominating wrote: »Total Bonus
I don’t know for sure how it is calculated! But I am assuming following:
For calculations sake, the ranged soldier we will be calculating will be: 50 melee / 100 range defense
We will have following bonuses: 150% ranged (100% basic + 50% bonus), 100% wall, 50% gate, 20% moat
So first, we get our new base strength with the +50% ranged bonus strength. (+25 / +75)
75 melee / 150 range – from this point we calculate following bonuses:
+ 75 / +150 – from the 100% wall bonus
+ 38 / +75 – from the 50% gate bonus
+ 15 / +30 – from the 20% moat bonus
The soldiers strength is now: 203 melee / 405 ranged
I don’t know if this is how it’s calculated, but I’m 90% sure it is that way.
Very nice guide on the whole
So 100% wall, 50% gate, 20% moat isn't a 170% combat bonus on the base 150% value, it's 150% (for ranged strength) * 2 (for the wall) * 1.5 (for the gate) * 1.2 (for the moat)
So you'd have 270 melee defense and 540 range defense per troop rather than 203/405
Very nice coverage of the topic though!