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 Smexy’s EVERYTHING YOU NEED TO KNOW ABOUT A COUNTY (PART II - BATTLE STRATEGIES)

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SilentN

SilentN


Posts : 27
Join date : 2009-11-21
Age : 38

Smexy’s EVERYTHING YOU NEED TO KNOW ABOUT A COUNTY (PART II - BATTLE STRATEGIES) Empty
PostSubject: Smexy’s EVERYTHING YOU NEED TO KNOW ABOUT A COUNTY (PART II - BATTLE STRATEGIES)   Smexy’s EVERYTHING YOU NEED TO KNOW ABOUT A COUNTY (PART II - BATTLE STRATEGIES) EmptyMon Jan 11, 2010 7:37 am

(2) BATTLE STRATEGIES



First of all, you’ll need to know, by default every county has:-

a) a wall of 20,000,000 hp
b) 20,000 traps
c) 10,000 barricades
d) 6,666 archery towers
e) 5,000 rolling logs
f) 4,000 rockfalls
g) Variable number of troops, but definitely not a lot, well, at least it’s manageable.


For example: -

Smexy’s EVERYTHING YOU NEED TO KNOW ABOUT A COUNTY (PART II - BATTLE STRATEGIES) Forum_11


Notice that the tech levels are all at level 10, including equitation, projectile, gastronomy.
e.g. cavalries +50% movement speed, hence they move 1,500 per turn, so beware.


Please double check the (1) PREPARATION section to make sure you have everything ready.


Now that you are ready, first you’ll want to clear the troops in the county before you start conquering. So these are what you’ll want your troops to do in such sequence.


a) Maraud (Important !!)
b) Conquer 1
c) Conquer 2… 3… 4... Till the end.


* Benefits of marauding first before one starts conquering include:

- Saves a few rounds when one starts conquering the county, so one doesn’t need to kill the troops first before dealing with the fortifications. Very important as one only has 40 rounds to win the battle. (MUST win, don’t even think of a tie or most likely you’ll have to start all over again.)

- Eliminates all trebuchets in the county in next conquer attempts, and this shortens the battlefield from 3400 to 2600 as the length of battlefield is determined by the unit with furthest shooting range + 200. This saves another few rounds (3-5 rounds) for your battering rams to reach the wall.

- Saves one from a lot of casualties, as there will be no ballistae/trebuchets behind the wall, which benefits from the extra 50% shooting range bonus from wall.





Suggestions for amount of troops:-


MARAUD

- 20,000 Archers
- 10,000 Cavalries/5,000 Cuirassiers
- 1 of EACH of these: sword, pike, scout. (random targets for trebuchets) Rookie and labour are optional, but note that they move slower than archers so they’ll slow down the whole army.

Best Example of good meatshield control I can find: http://bbs.kingory.com/viewthread.php?tid=1003&extra=page%3D1

(Can be applied everywhere, I always use this strategy for my arena sessions)



CONQUER 1

- 15,000 Rookies (To clear traps @ 1:1 ratio, most likely you can’t clear all traps in 1 battle)
- 12,000 Scouts (for Barricades)
- 20,000 Archers (for Archery Towers)
- 20,000 Swordsmen (for Rolling Logs and Rockfalls)
- 15,000 – 30,000 Ballistae (More ballistae = less casualty)
- 3,000 – 5,000 Battering Rams

NOTE:
* Rookies, Swordsmen, and Archers are meant to sacrifice for the relatively more expensive Ballistae/Battering Rams.
* Strategies will be discussed later.

CONQUER 2

- 10,000 Rookies (to clear remaining traps.)
- 5,000 Archers
- 5,000 Swordsmen
- 0 Ballistae (Slow moving units. You don’t need them anymore as you can easily clear the newly generated towers with Archers.)
- 1,500 – 2,000 Battering Rams.



CONQUER 3 onwards

- 5,000 Rookies
- 5,000 Archers
- 5,000 Swordsmen
- 1,500 – 2,000 Battering Rams. (May slowly adjust the amount based on Hero/Tech etc.)



REPEAT Conquer 3 for NINE hours CONTINUOUSLY and the county is yours. I repeat, CONTINUOUSLY!

(Meaning you’ll need to send at least 2 sets of troops to conquer. The troops that arrived earlier will go into battle, while the other troops that arrive later (WHILE the 1st battle is still on going!) will be set to wait until the 1st battle is over, then they will go into battle right after.



Some might ask,
why the 9 hours? As long as one gets the unpatriotic to 100, one could just leave it till the allegiance gets to 0 no?



1) Whenever there is a non-victorious battle, OR a break in between battles, the amount of fortifications will regenerate drastically. Examples.
a. A player won the first few battles and was getting on track, but there was an accidental break of mere 4 minutes in between battles. During the critical 4 minutes the county restored to its full strength. Player failed to conquer the county and had to start anew.

b. There was an accidental tie, and around 2,000 archery towers (and others) regenerated in the next battle. Player was caught unexpected and lost the following battle. The player had to start anew.


2) Someone else might take that county from you while you are resting. You wouldn’t want your troops to die in vain and your efforts going to waste.




====================================================================================================




*MICROMANAGEMENT SECTION*
- details on battle control


Setting all your troops to move forward by default and not controlling battles means you are as good as dead (at least for CONQUER 1 and CONQUER 2). Micro management is a key. Here I’ll talk about some useful information which will definitely assist in winning CONQUERS with the best outcome.


(A) COUNTY FORTIFICATIONS: BATTLEFIELD EFFECTIVE RANGE

· You’ll get hit when you are within these range, calculated by: adding Default Range + 50% Level 10 Projectile bonus (Towers only) + 50% wall bonus (Towers only) + 100, Location of wall.


- Archery Towers = 2,600 (1250 + 625 + 625 + 100), Double Damage region = 1,350
- Trap = 2,100 (2,000 + 100)
- Barricades = 900 (800 + 100)
- Rolling Logs = 600 (500 + 100)
- Rockfalls = 350 (250 + 100)


(B) ARCHERY TOWER

· At the beginning of the battle, you’d want to take out the Archery Towers first, and you’ll need Ballistae to take them out. By default the Archery Towers are set to target archers, so when your ballistae are about to move into the towers shooting range, you move your archers along, this way the towers will target your archers instead of ballistae. Also set your archers to target “WALL” instead of
towers as the damage they could deal is rather insignificant anyway. You wouldn’t want all of them to die before your ballistae could take out all towers. Take note on the towers' double damage range (1350), don't rush your troops into their DD range.


(C) BARRICADES

· After you have cleared the towers, move your scouts forward to target wall. If successful they would take out all barricades at a ratio of 1:1. If failed, pull them back and charge forward again the next round.
· There is a detailed analysis on scouts’ efficiency here if you are interested. (Towards the bottom of the thread)
https://gaia.canadian-forum.com/battle-reports-f12/i-attacked-a-county-and-lost-build-more-rams-t44.htm .

In case of failure you might lost some scouts to traps/logs/rocks, so bring extra. 12,000 scouts will do.


(D) TRAPS

· Traps tend to target rookies MOST of the time (not always). Theory not yet proven but it does seem that way. 1:1 ratio. Keep moving your rookies back and forth to deplete the traps, but make sure they don’t get into Barricades’ range (if you have yet
to clear them using scouts that is)


(E) ROLLING LOGS/ROCKFALLS

· Swordsmen can take them out most efficiently. Again, yet to obtain exact stats, but it does seem that way.

(F) WALL

· 20 million hp is a lot. There is only one solution – Battering Rams. Move your battering rams to Location 700-800 and stop them until you’ve cleared most of the rockfalls. (Should be +- ROUND 35) They can easily take down the wall in the
last few rounds.

· It is better to lose a few Battering Rams than to lose the battle, therefore, even if you have not cleared all the fortifications by ROUND 35, charge forward. So, prepare more rams to be safe.




* FINAL TIPS *



- After CONQUER 3, you can just set your troops to move forward by default (through your Rally Point), because the amount of
troops/forts. regenerated after each battle will be extremely insignificant. Therefore to make your life easier, you can line up a few sets of troops to wait for their respective battles and you can do whatever you like meanwhile without the need to control your battles.


- Please calculate the time for each battle CAREFULLY if you were to go away from keyboard. E.g. if you had 6 sets of troops lining
up one after another, and each battle takes 10 minutes, so you’ll have about an hour’s break, but remember, it takes time for your troops to march towards the county as well.
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Smexy’s EVERYTHING YOU NEED TO KNOW ABOUT A COUNTY (PART II - BATTLE STRATEGIES)
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