How many scouts koc




















What's New? Results 1 to 1 of 1. This means going to War, those who dont like violence or War Games should try something else. Might Points are collected basicaly threw building your Castles and making your Troops.

You deciding of course how many of which Resource your in need of. Each Castle has Buildings that need to be built and thier Levels raised to keep you fit for your future Achievements being Attacking , Defending against other Players , more to those later in this Guide. In each Domain where you play, you have Alliances, Alliances are groups of players, working together towards a common Goal normally being the No.

Alliances do bring advantages especially safety in numbers, also being able to trade Resources with each other which brings players to work together. In your Domain, you have different Provinces, and in each Province you can place your Castle where you wish as long as you finish different Quests and Capture Wilds Plains.

After reaching 2 Million Might or more? The only Problem is that an Alliance can only have Members. Alliance advantages are Sharing Resources, speaking in your Alliance Chatroom and of course becoming the Reinforcing troops needed to help you defend against your Alliances Enemies. In an Alliance , you should be an Active Player because you have the positive effect of Safety in Numbers.

In building your first Castle, it is most helpfull to build one of each building, then the rest of your spaces should be used for extra Cottages and Barracks, for example: 1st Castle, build every building, plus 6 Cottages, and the rest Barracks.

And it does not matter where the damage is coming from, it will still get absorbed. This ability makes them the perfect counter to sidhe corruptors, who die after their damage has been absorbed. On the other hand, once damage capacity has been totally absorbed, they are just like any other unit and can take massive casualties from even a small force of enemy troops.

Their speed is incredible, even when speed is halved they can generally cross the battlefield no problem in one or perhaps two rounds. When they contact the enemy, they blow up, with an attack rating of 10K when attack buff is capped this becomes a whopping K attack. Of course, they die in the process but they are very effective, almost always killing the enemy on at least a one-for-one basis handy when the enemy has a small amount of siege walls or shield sorcerers protecting their missilers, or if the enemy is bringing heavy duty melee troops such as duelists or executioners as escorts for cavalry.

Also known as flame archer killers. Next, we have the troops that are only available as troop cards. You cannot make them, you cannot find them, you must activate them from troop cards that generally only come from event prizes and spending gems. And they are food hogs one and all, so be careful how many you activate, or you will find yourself unable to feed them for long, even if you win the battle. On the other hand, they do add a lot of overall might, so they can make excellent additions during tourneys, but wait until the tourney is almost over before activating them in large numbers; who knows, you might even gain a couple ranks in the tourneys when you do this.

They can take a decent hit or two, they have wonderful damage capabilities, and are a little more heavily armored than regular pikes. But they eat a lot, so they should be used sparingly. Keep them around as hussar-killers only. HUSSARS hus — these Hungarian horsed units are the beefed up versions of heavy cavalry, except that they move faster, do more damage, and can take several hits before they go down.

They make wonderful assault forces and archer killers, and are easily capable of running interference on the battlefield for any ranged troops behind them. ONAGERS ong — these Babylonian siege units are like beefed up catapults they used torsion rope instead of weights for their lobbing ability , having slightly longer range, more damage, and are a little tougher than regular catapults historically, it required a lot of extra ropes to use, thus sabateurs should have an easier time killing them, so the Roman Legions redesigned them into catapults, but kabam does not distinguish this.

Just like the catapult, they need either siege walls, shield sorcerers, or swamp witches to keep the enemy from reaching them and killing them; on the other hand, they can flatten an army faster than catapults as well. Finally, they are just as slow as catapults so will take a long time to cross a map, as well as a battlefield. They run around slicing ropes, snapping screws and bolts, and making even onagers fall apart into their component pieces in seconds.

They are terrible in combat, however, and no faster than regular infantry, so they will need help reaching the far end of the battlefield alive.

I again recommend shield sorcerers, as well as a lot regular fighting troops, to insure this happens. A bunch of sidhe corrupters to clear the way would not hurt, either.

I have no idea if they engage enemy troops on the field or bypass them to get to the siege stuff, but it makes sense in a kabam sort of way that they would have to fight their way thru. They do not move very quickly, but once they engage virtually any enemy it takes very little time for the enemy to be dead.

Imagine the tazmanian devil from bugs bunny, and then give these whirling dervishes extremely sharp weapons. If you are outnumbered or outgunned by the enemy throne room, this would be the way to make up for it. Especially if they have some ranged backup to insure they make it to the midst of the battle. There is but one small problem with them, in that they eat and eat and eat until they have eaten what would normally feed regular troops.

So use them sparingly as well. PLAGUE DOCTORS pla — These units appear to be mid-level fighters with meager ranged attacks, until you remember that each time they hit an opponent, their poison continues to affect the victim for the rest of the fight, or until the poisoned troops are dead.

Pumping up their attack buff and their spell power will both add to that damage, making them rather potent in a massive fight. This makes them resilient against low-level infantry troops, and able to kill large numbers of pikes and swords before they are finally brought down. I would recommend pumping up their attack and life, as well as spellcaster power, to get the maximum effect.

Not sure of the details, but it appears that if their entire force is fully healed, the excess healing spills over to the other troops near them on the battlefield; thus they would also be handy as escort troops for fast and heavy-hitting melee troops.

This makes them a good counter to massive amounts of heavy cav and hussars, possibly even versus the dreaded sidhe corruptors. Otherwise, they seem to be decent mid-level melee fighters about on par with bloodthorns.

Recently, there have been additions to the above troop types designed to be used by alliance members the basic troops cards must be gifted to you from other alli members and then crafted in spires. All of them are only available as troop cards or by crafting other troop cards in your spires pikemen for footsoldiers, heavy cav for dragoons, archers for longbowmen, catapults for mangonels, and flame archers for Five Fingers.

These troops are very expensive and take a long time to revive, but they receive bonuses to their stats during Megalith events. Lastly, KOC has recently developed more expansions of troops types, and in some cases I do not have much info on them. Here is what we have so far on these newer troops:. The drain effect is rather small until you use large numbers of these troops, but they are good escorts for virtually all sorts of troops, since they basically increase the effectiveness of your attacks and inflict more casualties.

Very useful when the enemy is sending many spellcasters at you. I have only experimented a little with these, but the more mages you use the better and better results you get when facing enemy snipers. They would make good escorts for sniper armies as they likely draw enemy sniper fire on themselves, and they would make decent pony escorts since they would be in range by the time melee starts among the rest of the cavalry.

Now then, we have met the full cast of characters in the battle drama. SNIPER ARMY — these are the ranged troops, which in order of ascending range are as follows: plague doctor, toxic conjurer, archer, talon archer, ballista, catapult, onager, mangonel, flame archer, five fingers, and longbowmen. It is also important to send a small number of escort units to either draw enemy fire siege walls , nullify damage shield sorcerers , or delay enemy troops from reaching you infantry or better yet cavalry of virtually any type works.

The idea is to keep the enemy army from reaching you while you pummel them, make your missiles as sharp as possible, and affect as many of the enemy as possible at a time. Generally, if the enemy reaches you alive, then you will be dead. MANGLER ARMY — consisting of heavy duty infantry and melee warriors usually duelists, executioners, bloodthorns, and halberdiers , the idea here is to reach the enemy as soon as possible and slice and dice them into mincemeat as soon as possible prevent them from counterattacking.

You will want to include a small escort of siege walls when facing snipers, or perhaps even a small number of plague doctors or toxic conjurers as short-range airstrike support, but the vast majority of your army will be these melee units. This type of army is more effective when facing the tank armies listed below, though you will suffer some casualties in the process of winning.

When facing ranged troops, it is questionable whether they will survive long enuff to reach the enemy back lines full of snipers. If you can fit range debuffs in, it will also help. Depends on whether you want to lay waste more, or take less casualties; both strategies work. This is especially handy when facing ranged troops, especially ranged troops without escorts, as many of your tanks should survive long enough to reach the enemy snipers and wipe them out.

While it is nice to inflict damages on the enemy, the emphasis here is to keep your troops alive. Perhaps a small escort of ranged troops would be nice, but I would concentrate on shield sorcerers if possible; this will maximize the tank effects. RAINBOW ARMY — also referred to as a hybrid army, these armies are a mix of everything in small numbers of each, and are generally the most difficult to effectively attack with and defend against, because the rainbow tr must be as strong in as many areas as possible to make them effective.

Plus, by mixing up the recipe a little, it makes it hard to figure out the correct counter. Thus, hi might players like to use them a lot, since they have the tr items combos to simply outclass the foe. As a lower might player, you will almost be forced to specialize in one area to fight them well.

These armies are not quick to cross a map due to the slow units within the army thus the enemy has some time to prepare , but can be very fast on the battlefield with individual troop types. Since they mix strategies, they will usually suffer some losses, but they also inflict a lot of casualties as well. And there you have the cast of characters for the battle theater.

By following the above guidelines, and with some practice, you will be surprised at how well you fare against foes of the same might levels as yourself, you might even find you can take on bigger enemies and do well. And believe me, it will not take long for you to make a name for yourself. Win or lose, enemies will gain respect for you and talk smack about you behind your back.

Take that as a compliment! As you play this game, your buildings within your cities upgrade and allow you more and more options for troop training, wall defenses, researches, etc. But the best part of this game is yet to come. You can check the city value by looking at the green bar below your city roman numerals along the bottom of the viewscreen; if there is no green bar hit the arrow just to the right of the numerals and it will appear.

Once the green bar is completely full, it is ready to ascend. To ascend, you must also cease or recall all troop activities, and the ques for training, researching, reviving, defenses, crafting, and anything else must be cleared. You must not only stop but delete your barb raids as well.

There are three types of cities: Briton, Fey, and Druid. Each has their advantages and disadvantages, and you will need to decide for yourself what city type you want.

Britons allow more researching in their labs on top of the regular alchemy lab, giving even more bonuses to troops, and they can also make siege walls, a very strong defensive unit designed to draw enemy missile fire. Fey cities allow the use of Fey Altars, where troops can be sacrificed to make the remaining troops stronger, as well as executioners, a very strong melee and attack unit. Druid cities may build Druid apothecaries for healing wounded troops, and can make Bloodthorns, a strong all-purpose melee unit that is easier to produce than the other two types.

So what to choose? Well, make at least one of your cities a Fey City, this will be your attack city later on, and I will explain why in a separate writeup. Personally, I like using ranged units a lot so I have need of siege walls most, and executioners second, so I split my cities between Fey and Briton I also like the option of a second attack city, in case the first is recently ascended and unable to attack.

I also make one Druid city for the multiple apothecaries, and reserve that city for possible suicide missions. But your needs and tactics may be different; follow your instincts when choosing the city type. And whatever you choose is fine. In my Fey cities I got the spell that allows 2 sacrifices at the altars and extends the length of the sacrifices I also build 2 altars in each fey city to maximize the troop coverage.

In druid cities I concentrate on wood production bonuses and archer bonuses for its city spells. Look thru them carefully, and see what looks best to you. Now you finalize the ascension, and it says congratulations. You look at your new city and… it is completely empty except for a castle. All those buildings GONE? Well, yes, but now all the buildings you remake have extra effects to them; cottages house even more people, barracks train faster, rally points allow bigger armies, alchemy labs research faster, everything is affected.

And each time you ascend, the bonuses get better and better. I know, small consolation for losing your buildings, but good things are coming. You just gotta wait for it. Begin by building a Wall1 in your new city. That will take a few minutes and give you time to switch to the fields tab and…hey, they got rid of farms and mines and quarries and sawmills! This is now where you build the faction buildings like apothecaries and altars and workshops. If this is your first ascension, I would recommend building 2 of the barracks and just one of the special buildings, since you really need those troops trained as quickly as possible, but as you progress in ascensions and especially the last ascension you will want to build just one barracks and 2 faction buildings instead druid and fey only, Britons can only have 1 lab.

More important though is the resource allocation buildings also on that field view. Click it, and when the menu pops up you must make another decision.

You see, you still have farms and mines and such, but the game will make them level 12 automatically for you!

All you have to do is decide on how many you want of each type, and it is a very important decision. You have 45 points to divide four ways, and each time you ascend again you will get another 5 points to add to them, but once points are chosen they are chosen for good unless you spend gems to reallocate.

And since they are already level 12, your resource production will boost dramatically as soon as you decide. Although opinions differ, it is most commonly agreed to put the vast majority of these points into mines, since food and to a smaller degree wood will be most commonly harvested during barb raids and farming attacks.

Ore is needed in large quantities to train troops, especially heavily armored troops, so it is most important. Stone comes into play mostly later on, when producing catapults in large quantities need stone to throw rocks. Another common practice is to have each city specialize in one type of production, and spread those resources around to other cities when they are needed; have your ore city send ore to your stone city, your stone city sends to your wood city, and so forth. Just stop and think for a moment before you go pushing buttons and plod through.

Once finalized, refresh and you will see your productions have jumped dramatically. As of now, a timer starts; for the next three days you are protected from attacks by all enemies, but only in that city it is called ascension protection, or ap.

This will give you time to rebuild, and with diligence that city will be back in fighting trim by the time it expires. In the meantime, take all the excess resources from your other cities, the ones not protected by your storehouses, and transport them to this city for safekeeping.

This is where the autotransport function in the bots comes in handy, since you are going to have your hands full getting the city rebuilt. Just be prepared to move them again into the next ap city in three days Common practice is to ascend a new city just as the three days is about to expire on the old city. Go back to the city screen, and by now your wall1 should be done or just about done.

Build a rally point next, then cottages. Upgrade them manually or use the bot, but do it fast. You see, as soon as you ascended, your population no longer has any houses to live in, so the population dwindles until there are no longer enough workers, and your production suffers again.

Get those cottages up to level 8 as fast as you can to prevent inefficiency; to do that you will also need to upgrade your castle to level 7 and your wall to level 6. By the time the cottages are level 8, you should have enough workers and a little to spare, so THEN you can make the rest of your city.

But upgrade your rally point before you begin, upgrade it to level 9 so you can get the biggest march size possible. Wait, the list of city buildings is different! Well, the game has already built your tavern, blacksmith, workshop, and storehouse automatically, and made them all level 12 as well! That means less for you to build. Build all the remaining buildings, but remember there are two buildings you may find unnecessary and could thus skip entirely; the market, since the res you now deal with will make market transactions look like chump change, and the embassy, which is used solely to house reinforcement troops from your allies.

Once the solitary buildings have been built that will leave you with barracks and cottages to fill the city screen; common practice is to build barracks and the rest cottages, especially once your troop training speed in your tr increases in most cases you generally will run out of recruits before the barracks get backed up, not to mention the extra taxes you collect. Once the initial buildings have been built, you can use the bots to do all the upgrading of these buildings, and with even a little construction speed bonus from your tr you should finish building before the three days ap is gone.

It is also possible to set up the layout ahead of time and have the bot build even your level 1 buildings, if you wish. Oh and congrats! If this is your first ascension, you just went up 5M might. Good for you! Faction Battle Magic: When you ascend the third time and become a city4, the city spell is once again chosen for you: Rally Point Battle Magic.

This means you can cast a spell on troops as they leave the rally point, and each faction has a different spell. For Britons, this spell increases the speed and load capacity of siege equipment.

For Fey, a spell that automatically kills enemy wounded and revives your own wounded is standard. Note that each spell must recharge for several hours when cast, so save them for when they are needed most. The Final Ascension: You can ascend each city 6 times, and become a level 7 city. When you reach that point, you will have a few more decisions to make.

Since this is the final time, this will be the most important ascension, so be careful about your decisions. By now you have developed a system on what tiles your rally points are located, your barracks, etc. And a final review is in order before you build, since you know for yourself whether you still want an embassy, or if you want more or less barracks than before, or if you even want a watchtower at all! If a building is no longer truly necessary, by all means replace it with a cottage to increase your idle population.

And review your city spells before the last ascension. Is everything how you want it? This is your last chance to change your magicks, so spend gems now if you are going to; same thing applies for your resource production allocation, this is your last chance to reallocate.

Since this is your final ascension, you can also finally decide which buildings you want to keep upgrading past level 9 with divine interventions. The castle will need to be upgraded before many of the other buildings can, but then the priority should be rally point, at least 1 of the barracks, the wall, and the alchemy lab. If you can get the wall to level 11, then you can build towers and redoubts.

Flame archers, catapults, and spell casters of all varieties need barracks 10 or greater to make them. And the rally point march size boost will make all the difference in attacking high level targets.

The city guardians can be upgraded too, as an afterthought. If you have the Divine Inspirations to burn, you could also raise your cottages to get more population and thus bigger troop training ques. Firstly, you get all eight of your cities ready to ascend, but do not ascend any of them until all eight are ready.

Ascend just one city, and leave the others on the verge. Move all your excess res into that ascended city. Wait three days, when the ap is about to expire, and ascend city number two. Transfer the excess res into city two, and wait three days until the ap is about to expire.

Ascend city three, and move the excess res from city two into it. Wait three days, and repeat the process. By doing this, you will gain approximately six months of complete protection for your goodies, no enemy in the world regardless of their might, their army size, or their sour disposition will be able to touch any of your stuff.

An alternate method of rolling ap is to ascend one city over and over again, every three days, until it reaches final ascension and THEN move excess res to the next city that ascends. Keep that going again and again, moving to the next city roughly three weeks later when no more ascensions are available. By the time all your cities are fully ascended, nearly six months will have passed.

What to do once ALL eight cities are fully ascended and no more ap is available? By then you should be strong enough to protect yourself from most attackers while online, but more likely you will be forced to totally abandon your smallest city and rebuild it from scratch.

It sucks, but it will buy you another three weeks or so of ap protection if you are willing to put up with the hassle. Just remember to move your res, troops, and knights out of that city entirely before you abandon it, or you will lose it all.

Pooling your supply wagons into that city will allow you to quickly move the res out, but make sure you reassign the wagons to another city before you abandon it. What is an attack city?

It is the city where you are going to launch your best attacks from, and it is where you will launch your mass attacks from as well. When you want to send out waves of scouts to attack dfs, do it from here. When you want to scout or farm other players, do it from here. Do not crest from this city, you will want to keep your rally point slots open for other things. This will also be the likeliest place for retaliation attacks, so be prepared to defend from this city more so than the others as well.

This is not the production city, this is the city you will funnel food into to keep the troops fed. This is not the training grounds except for executioners , this is your staging area for your growing armies. First priority in an attack city is to ascend and become a fey city I like two, just in case one is busy ascending , and when you do you can now make executioners; start doing that as soon as possible, and keep making them as long as you have the resources to do so.

Next, ascend that attack city over and over again, even ignoring all the rest if necessary, until it is fully ascended at level 7.

You want this done asap because you want that rally point getting every ascension bonus possible so your march size grows and try like heck to max out your march size in your tr boosts, too. You also want it fully ascended so you can finally use your few divine interventions that you have been saving on your rally point, castle, alchemy lab, barracks, wall, and fay altar s , in that order.

If you can get your wall to level 11, you can also begin construction of towers and redoubts! And if you can get that rally point to level 12, and have march size capped in your tr, you can march over a million troops at a time! When you first ascend, build two fey barracks so as to train executioners faster. But when you feel like you are ready for big things along the way, then switch to having two fey altars instead, especially for the final ascension. For the fey altar, of course!

One of the most useful tools you can find. Never used one? I have been noticing that not many of the enemy use them either. Well, that one building will make or break many a combat for you, in a big way. To use a fey altar, you sacrifice troops to it; the higher the level of the altar, the bigger the bonus given to the remaining troops.

For every 12 troops you sacrifice in the Fey Altar, the ritual bonus will last 1 second, that means you will need to sacrifice roughly troops per minute of effect. For the sake of easy math, I just round off and say troops per minute of effect. So if an enemy launches an attack that will hit you in 4 minutes and some change, sacrifice troops on the altar to make sure the remaining troops are still affected when the attack hits.

If you calculate you will take 7 minutes to reach a target, sacrifice troops just before they go. And then you must wait for it to wear off if you decide to sacrifice a diff troop type next time. Unless you just want to lower your upkeep, perhaps…. By having dark ritual, you can conduct two rituals simultaneously like archer and ballistas, or cavalry and hussars, for example so that two troops types are boosted in battle.

Mixed and matched as you want, just imagine the possibilities. And by performing the altar ritual AFTER an enemy attack is launched, the enemy has no idea that bonus is coming.

I guess what I am trying to say is that you will become very dangerous and unpredictable individuals in short order… when it comes, enjoy it.

I know I will. As most of you already know, the troops you train become stronger with boosts from all sorts of places. And by knowing which troops are pumped up the most in what areas, you can easily determine which troops to send to battle. Take some time and look at these base stats, using them as a guide, and learn which troops in general have good stats and which troops have bad stats.

Note things like the incredibly high attack and speed values of sidhe corruptors, the life stats of battering rams, the defense values of siege walls, and the range of flame archers also note the bad ones, like the attack value of scouts, for instance. Keeping these types of troops in mind will also tell you what troops to train next, and what troops to ignore unless you want fodder troops around.

From here on, we will be talking about modifiers to the base stats of your troops. These modifiers are expressed in percentages, and once fully calculated, these final percentages are applied back to your troop stats. Try to keep the stats and the modifiers separate in your head, the modifiers are certainly important but it is the final stats that will ultimately determine the strength of your armies.

For each of these stats, take all your appropriate tr buffs and add them together, then take all the corresponding tr debuffs from the enemy and subtract them from your buffs. If the end result is positive your troops receive the remaining percentage as the bonus; if the result is negative your troops are penalized by the remaining percentage instead.

If the positive or negative remainder is a relatively large number, it will be capped according to the list above instead. This idea of capping the stats keeps the combat numbers from becoming ridiculously lopsided like being 1B might and facing an enemy with B might , making them only heavily lopsided instead. Which means that the bonuses gained from champ gear basically one of have 4 possible effects:.

If your tr is missing a Life Buff, for instance, a champ troop bonus could provide it for you. If you are defending, you use the combat skill of your Marshall so get your Marshall to Combat Skill ASAP ; if you are attacking, always send the knight with the highest combat skill available. Fletching increases range, Poisoned Edge increases attack, Healing Potions increase life, etc. So, concentrate on reaching level 9 researches as quickly as possible, and as soon as you reach final ascension in a city, you should also be using Divine Inspirations and Sacred Inspirations to upgrade the Alchemy Lab to level 10 and 11 and even 12, and keep researching the whole time.

In your fey attack city, you want to concentrate on altar bonuses first, but afterwards, and for all other cities involved in PVP fighting, there are a few city faction magics that affect troops differently, based on what you choose some help production costs, some help march speeds, what we are looking for here are the ones that directly affect troop combat stats.

These bonuses are applied next, upgrading the troops even further, and again, are added AFTER the tr caps have been determined. The temple in your Alli HQ can activate spells for you, spells affecting the entire alliance equally or spells affecting only you, and spells lasting either 24 hours or one week. The effects of these spells are all different, and should be carefully examined to make the best choices. The Wood Guardian gives a bonus to Life stats but only when defending in that city, and the Iron Guardian gives a bonus to Attack stats but only when attacking from that city.

Also, if your city has already built all four guardians, the active guardian gets 1. Also, note that both of these guardians do have possible throneroom item combat bonuses, but these effects can only be found in throneroom windows. Just remember to switch to Wood when defending, Iron when attacking, and keep the guardians upgraded as high as possible.

If you have the bot, make sure it is set to switch to the wood guardian when under attack and away from keyboard. It simply depends on the cards used, but these modifiers also get added to your troops stats AFTER the throneroom caps have been determined. This is on top of everything else, and added after the tr caps have been determined. Your enemy will be doing the same, believe me. But wait, after all this we are still not done.

These are the green, black, and red stats you will see on your troops in battle reports, and the most meaningful of all the numbers in determining win or lose, as well as extent of losses on both sides.

It is far more important to simply concentrate on your throneroom and champion items and get them as powerful as possible, and it is much more important to know the progression of troops types based on the individual stats. That way, by combining the two, you can become a formidable opponent in the future.

Ex 3: Your throneroom forgoes all the normal buffs and concentrates on debuffing everything the enemy has, thus you will want to bring the best troops of mixed types possible in order to wipe up the weakened enemy longbowmen or flame archers as ranged units, dragoons or hussars as cavalry, onagers and siege walls as siege units, and footsoldiers or executioners as infantry. The single most important factor in this complex game for growing in might and making your troops tougher often times turning troops into super troops is your throne room.

As your throne room improves, you will find yourself taking on tougher and tougher targets and getting nicer and nicer rewards, not to mention being able to take on other players when necessary.

It will help you get an idea of what a tr is supposed to look like. And it will be absolutely necessary to look at enemy trs and champs very closely when it comes time for PVP fighting, so get into the habit now and you will thank yourself later. For the purposes of this article, I will try to limit things to routine, day-to-day thronerooms as opposed to combat trs, which are geared toward PVP battles instead there is a separate write-up for this.

But to begin, I still need to go over the basics of combat modifiers, since you will need some of these bonuses to make your troops tough enough to deal easily with barb camps and dark forests your main sources of food, gold, and Aetherstone. They will be trying to do the same thing to you. These are the stats that are actually important, the ones used in actual combat whether the foe is barb camps, dark forests, or other players does not matter.

The idea with all these modifiers is to boost troop stats that are already high; this will increase the power of your troops immensely. Why pump a modifier well beyond its limits? Once you begin farming other players, THEN you will want to worry about pushing the modifier past the caps, because even inactive players will have trs that can be quite strong and can cost you troops if they leave defenders on the walls.

Just remember some items have conflicting effects such as Bonus PVP Offense AND Bonus to Wall, which never come into effect at the same time , and should thus be separated out to different trs or their dual occurrence should be minimized.

The most important ones to look for, the ones that will benefit you most and should be considered essential, are as follows:. With the above modifiers boosted near to their caps, you will become a veritable powerhouse in short order, believe it. Shown below is a listing of tr caps that will give you a goal for your tr, and show you when you are putting too many points into a bonus.

Their primary purpose is to move quickly to an enemy location, gather information about the target, and return home. The type of information that they can learn is determined by your level in the Eagle Eyes research skill. Scouts have the fastest movement rate of all types of Troops in the game. They are very weak fighters both on offense and defense. You will always lose Scouts in an attack even against an undefended place.

Additional information about scouts as compared to the other types of troops can be found on the Troops page. The scouts will move to the target tile and attempt to gather information about it for you. If scouts meet other scouts at the target they will fight, unless the target is a player city with the scouts hiding in Sanctuary.

If your scouts win over the enemy scouts, then you should get a report back. If they lose, all your scouts will be killed and you will not get a report. Scout vs scout combat does not gain any benefit from sending a Knight along to help fight. How many scouts should I send? If you know the target is defended, then you usually need to send more scouts than the target has to get a report back. If you don't know, start by sending 1 scout and see if it gets attacked. If it does, you'll need to send more.

If you're mainly interested in getting a successful scouting report, or so scouts is enough to beat the average Lord or Lady's garrison scouts. Many people have very few scouts. Do I need to scout unowned wilderness tiles or barbarian camps?

Unowned Wilderness tiles and Barbarian Camps always have the same number of troops for their level, unless they have been attacked by someone in the last hour.



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