Goodgame Studios forum archives

Forum: empire-en
Board: [589] Strategy & Tactics Discussion
Topic: [92640] Commander Guide

[-92640] Nyanthan [None] :: June 28, 2013, 2:14 a.m.
Commanderss are one of the most important aspects of the game. You can use equipment to boost the stats of the commander/castellan. I will try to make a guide for you for a commander and possibly a castellan later.

Commanders
You get your first encampment at level 4, in which you have 3 commanders. Since you are relatively weak and new, you wouldn't have much equipment. Use your grace period (7 days) to attack rbc's to get loot and a bit of equipment. Try and get:

A Low Cost commander. When you start off you have 500 coins. When you start recruiting to attack RBC's, your coin loot isn't really paying off, resulting in a net loss. To counter this, make a low cost commander which reduces travel costs, so you can save up a bit of gold. It can also make transporting troops around your OP's and castles later on a little bit cheaper.

A Melee Commander. Level 1 barracks give macemen and spearmen, so if you have plenty of macemen, you can use your melee commander to give them a boost in attack strength.

A Range Commander. At level 2 barracks, you can also recruit bowmen and crossbowmen. Like the melee, if you have lots of xbow's, you can use your range commander to give them a boost in attack strength.

At your next encapment upgrade, (level 15) you get 3 more commanders. At this time, if you're in an alliance you should try and get:

A Support Commander. Try and get as much travel speed onto your commander to help out when supporting you alliance members.

The remaining commanders is sort of your choice. Should you choose for another melee/range commander? Or would you choose for:

A Raider Commander. Try to get two of these, one focused on equipment on focued on resources. This will help a LOT in the long run.

At your final encampment upgrade, (level 29) you get 3 more commanders. Now is the time to choose the commander you didn't choose before. At this point, if you're in a big alliance, you may want to have at least 2 support commanders.

A Besieger Commander. I rate the besieger (walls) higher than the breaker (gate) because there are walls on all three flanks but a gate in one. A besieger will help a lot in reducing wall protection I don't suggest making a gate commander because it you can use tools and its only for one flank.

A Moat Commander. This commander isn't really necessary unless you are planning to attack a higher level player or when you attack a lower level player when you're a high level. Until you are over level 40-45, I wouldn't really suggest using this.

The last commander (or commanders if you are not making the moat commander) are your choice. Another melee/range? More low cost or support? A gate commander? Try and find the situation which bests fits it. Are you always short on coins? Is your alliance always attacked? If you're an attacker, I would go for another Range commander. Why? Because if you combine strong range troops using plenty of mantlets, it can be very effecting.

Don't be tempted by making an all round commander. You will end up with very little boosts.

Also, this is me and my alliances view of commanders. This is OUR opinion. You don't have to be critical of our views. Feel free to add or change any of this.

[1577383] UserParas [None] :: June 28, 2013, 10:46 a.m.
Hello,
How can u say that we cant make a all round commander!! I have a commander with 90% ranged as well as melee and 70% resources looted and 50% better equipment! Well yes,It takes a lot of time and hard work to get this. Its formed of all fully improved legendaries.