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Thread: Pro Tips - Battle Edition

  1. #131
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    when placing building be strategic. you dont want something like a weaponsmith 2 mins away from a storehouse, be persistant and consistant when it comes to production. if something gets full stop production for a couple hours and build a coulp storehouse

  2. #132
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    Do not use cavs on dogs or wolves or any other enemy that has " first strike" as their special ability. save your cavs for a time when you can wipe out all of the enemies bowman, longbowman, crossbowman or even the entire force. Cavs always attack the enemies' weakest unit first. AND the enemies' casaulties are tallied before those units have a chance to attack you..

  3. #133
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    Quote Originally Posted by Xenith View Post
    Run Nords all day until you are lv 50
    If you are not able to run Nords all day here is a different and cheaper but more time consuming tactic:

    Get yourself a lot of traitors and a 250gen (also possible with 200 but more losses) even better is to get 2, 250gens so you save more time. Load each general with 22r 227cav and 1 elite or soldier. Once u arrived on the Island transfer your gen all the way op and attack te leader camp. Now send your general back home and cancel the adventure, you earned 1960 exp and lost a maximum of 22recruits. If u have 2, 250gens you can send the other once you cancelled the adventure!

    exp per unit lost ~89

    And another tip which is has been much more valuable to me: www.google.com
    Last edited by Mathyn; 05-31-12 at 01:08 am. Reason: typo

  4. #134
    Settler winsland's Avatar
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    good tip: win the whole game!
    winsland

  5. #135
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    Work on finding a balance between your raw material buildings and your production buildings. If you have too many raw materials buildings, your stockpile may reach it's limit. If you don't have enough raw materials, some of your buildings might only be active a fraction of the time or not at all.

    Find a buff partner quickly. That extra buff time really makes a difference.

  6. #136
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    Dont throw away waves of recruits against metal tooth. Use at least 125 cav to take out the rangers with your first wave and your loses will be much lower!

  7. #137
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    "0" on the num key or keyboard takes you to the center of the adventure map, other num keys don't work on adventure maps

  8. #138
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    Before starting an adventure for the first time, locate multiple strategy guides. Look at their different approaches and troop make ups to get an overall idea of how to build a strategy for the adventure.

  9. #139
    Recruit Freckledguy's Avatar
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    When using an attack that calls for a quick retreat zoom out until you can see both your general's garrison and the enemy camp. Watching the bar move helps you anticipate when to click the garrison and signal for a retreat.

  10. #140
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    Thumbs up

    Quote Originally Posted by Elegante View Post
    Be sure you understand the attributes of your troops as well as the attributes of the various bandits. For example
    a Scavenger is going to be the first bad guy you'll have to deal with. If you click on the bandit camp then hover
    your mouse over his picture, you'll get the following information about Scavengers:

    Hitpoints: 40
    Damage: 15-30
    Accuracy: 60%
    Initiative: normal

    Hitpoints tells you what it will take to kill a Scavenger. The higher the hitpoints, the harder it is to kill a given
    bandit type (and the same is true for your own troops). Damage & Accuracy work together to tell you how
    strong a fighter he is. Put another way, Hitpoints are what this guy can take. Damage and Accuracy are what
    he can dish out.

    Here's the description for your Recruits:

    Hitpoints: 40
    Damage: 15-30
    Accuracy: 80%
    Initiative: Normal

    When a Recruit attacks, he will either inflict 15 hitpoints (HP) worth of damage or he will inflict 30 HP. Accuracy
    is 80%, so if you have 10 recruits, ON AVERAGE you can expect 8 of them to score 30 HP and the other 2 to
    only score 15. Note I said ON AVERAGE. If you had a zillion recruits, they would certainly score the higher
    number close to 80% of the time. But since we only have 10, it's quite possible that 9 of them will have a
    good hit, or 7 of them, or even none of them! You won't know for sure until the battle is over, so always try
    to have a few extra guys on your team.

    So back to that scavenger for a moment. Let's say your first recruit is a bad shot and scores 15HP. The scavenger
    is now wounded, and has remaining health of 40-15= 25HP. Now Recruit#2 takes a shot. If he scores 30 HP, the
    scavenger will die (25 remaining HP - 30 HP = -5 HP). Note the extra 5 HP will be lost. If he misses, the
    scavenger will again lose some health, but will still be alive to return fire (25 remaining HP - 15HP = 10 HP).

    So, in summary, HITPOINTS tells you how much damage a fighter can TAKE. DAMAGE & ACCURACY tell you how
    much damage a fighter can DISH OUT. ACCURACY is only a guide, and your results may be better or worse.

    This is a great explanation for how troops work & would be of great help to those still learning how to be successful in attacks.

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