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Thread: General Training Tips and Info

  1. #1
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    General Training Tips and Info


    **** Please Remember This is From Test and Things "DO CHANGE" sometimes when it goes live ****
    ** These are Deano1978 Idea’s and Trust me I'm crazy so always use with Caution **

    Let’s Start with the General Tree and what it looks like



    As you can see the Tree is set up like the Explorers and Geo’s and works the same way. If you need help figuring out how to assign books please refer to help or guild chat as I won't be covering how you put books but the basics as to where is the best for certain generals.
    ** Thank you Mod_Magenta for helping me move this onto the forum **
    Last edited by BB_Aeyline; 05-16-17 at 08:03 am.

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    The Combat General Tree


    **All these Multiply x1 per Manuscript**

    Manuscript Level



    The Picture matches the description and location




    Tome Level
    **All these Multiply x1 per Tome**



    The Picture matches the description and location





    Codex Level
    **All these Multiply x1 per Codex**



    The Picture matches the description and location

    Last edited by mod_Magenta; 05-12-17 at 07:17 am.

  3. #3
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    Specific General Layouts

    Regular General Setup



    This setup allows you to Block Freely and not mess up your timing or attacks. This also allows your Normal Gen’s to get to Adv in 16mins and 30secs. Beats that 30 min wait. This also makes it transfer from one spot to another 100% Faster. Normal Gens not so bad now. I don't see a need for normal gens to get more than these books because really there just a waste unless you Don’t Block then this won't matter to you anyway. Then you just ignore this part

    BH’s and Vet’s
    ** Basically any 200-250 Fast General or Sack Gens as I call Them **



    Now this is where things can pretty much go anyway you want them. Sac Gens are for pretty much zombies walking to their death so we can make this anyway we want to I choose this format for a couple reasons: 1: General Travels to Adv in 8 Mins and 15secs 2: Moves 100% faster around on a adv.. But won't mess up your block if you use it in one. 3: 9% of all dead troops on this general respond back on the general.. Totally Random so your luck determines what is returned to you. Those troops will be back on the general. If the general dies they will be on it.. Just won't have access to them until it heals. 4: The Gen recovers 45% faster.. Now for some of us Big players this won't matter too much because we have a ton of Sac Gen’s but the younger ones will love this. 5: every 200xp you kill off enemy you gain a Recruit Mercenary… This is free troops so why not kill them versus your own.

    MMA’s General Training



    The MMA’s Are the Beasts of the server and need to be treated like that and I have spent more time on these than any other general. The way I trained this general gives you a bunch of key advantages and I explain them. 1: General Travel time is 8mins 15secs to advs 2: moves 100% faster around on advs. 3: Recovers 6% lost units ** Took a little less for bigger bonuses in the next tier ** 4: Every 200xp gain 1 Recruit Mercenary 5: Decreases Boss Hit points by 25%.. This is Huge advantage when you use it as a Main General or as a sac gen on a boss camp. 6: 30% increase in XP off of defeated enemies.. Say hello to faster leveling.. Yeah ok maybe not LMAO 7: MMA now can carry 235 troops.. Do I even need to explain the benefit this adds..
    8: The Biggest benefit is your MMA is now a First and Last Striker.. So that means it hits 2xs in one round.. ** There is a option to make the MMA even stronger called Juggernaut I choose not to because I feel other options are better**
    “Interesting convo with Mister_Blister on Ares server Brings a very Valid point. The one up option is a great option for doing alibaba's and for bigger advs. So think about this as you look at your MMA’s” Having a MMA respond after dieing the first time makes you have double the MMA’s. Not a bad option.

    Major Generals



    The Majors Are WorkHorses. The way I trained this general gives you a bunch of key advantages and I explain them. 1: General Travel time is 8mins 15secs to advs 2: moves 100% faster around on advs. 3: Recovers 9% lost units 4: Every 300xp gain 1 Recruit Mercenary 5: Decreases Boss Hit points by 25%.. This is Huge advantage when you use it as a Main General or as a sac gen on a boss camp. 6: 30% increase in XP off of defeated enemies.. 7: Major now can carry 285 Troops and makes this the Biggest and Baddest out there. This will make some Alibaba Advs better loses and worth doing. 8: This Army will have 10% Better accuracy and that could be huge with some of the bigger troops.
    ** Please Note there is a Pile of Different ways to do the Major and all of them are right I just think this is the best for my game **




    COA General
    ** These Gen’s are the same **



    COA’s is another major addition to the family and needs a little different setup.
    1: General Travel time is 8mins 15secs to advs 2: moves 100% faster around on advs. 3: Recovers 6% lost units 4: His damage is raised by 60 and 100% splash damage. 5: Bosses are 25% weaker 6: 30% more xp from Defeated units 6: Vargus 195 units, Nusala is 180 units and Anslem is 165 units 7: Just like the MMA they have a bonus hit in the round makes him even more powerful.




    Quartermaster General
    ** This is for the QM Only Santa is next and yes is Different **




    As you can see only 2 sets of Ideas and yes they can both be used but I found that truly there is only one way to do The QMs and get the Max benefit from them.
    1: Can travel to advs in 7mins 18 secs… yes this is 1000 troops to a adv. This makes all the sense in the world to do. Now some people are going to say why not just make it 2000 in 15mins travel time. Answer is they’re right too.. The bottom line is about the same. I made it this way because of the Oh yeah i forgot something and let's face it 7mins don't feel as long as 15mins when you need those cannons you forgot to load up. 15min Round trip is better than 30mins.


    Santa Claus General
    ** Now I know the real grumbles are going to come here **




    Now as you can see I choose to not make the Claus general faster. Yes it travels the same and yes I know most of you are going to say I have it backwards from the way you are going to do it. But I feel have a general that carries 2000 troops to a adv is better than having a general travel home in 45mins. I have 2 claus and that means in 2mins I can have 4000 troops on a adv.. I will take that and it can take the slow road home lol
    Last edited by mod_Magenta; 05-12-17 at 07:19 am.

  4. #4
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    Deano, thanks for all your work in putting this together. I haven't had a lot of time to try out the range of different generals so this gives me some good ideas to work from. The setups for tavern generals and BHGs are most helpful.

    I think it's a mistake to treat the three COAs the same. The dynamics of their attacks are unique. They may provide a touchstone for players to creatively use other attack advantages that we tend to dismiss as being useful for limited situations. The COAs are specialists in those limited situations! This will require extensive simulating to find out what actually works and what doesn't.

    For example Battle Frenzy is a wasted skill on most generals. I've done some simulations and it doesn't make any difference unless the attack last 4 rounds or more. But BF was made for Anselm. Thanks to his Dazzle ability reducing enemy accuracy, his attacks often last 5, 10 or even 20 rounds and give his heavy troops time to pound away at tough targets. Note that when Anselm makes a quick kill, BF has no effect. But I have found at least one camp each in Wisdom, Oil Lamp and Princess where putting BF on Anselm finishes the attack in fewere rounds and cuts the loss of mounted swordsmen by 20-40 percent, or up to 30 units on a single attack. Including Overrun, Garrison Annex, Weekly Maintenance and Lightning Slash makes additional improvements and can turn Anselm into a meaner killing machine than he already is. I include Weekly Maintenance because those long attacks always rely on Besiegers or Cannons. Admittedly I've done quite a few sims with Beseigers but haven't tried BF out with any of Anselm's Cannon attacks yet.

    I haven't had the opportunity to do much testing with Nusala or Vargus, but I see similar possibilities. For example Vargus's Intercept ability means he often relies on weak but fast first strike units for effective attacks. Unstoppable Charge might improve this effectiveness. I'll almost certainly give 1-Up to Nusala, allowing use of her superior saccing power twice in one adventure without resting. Because in practically every Ali Baba or Evil Queen there are at least two situations where Nusala would make a big difference, but I have to choose another general to sac for one of them. And Fast Learner, while probably valuable on Anselm or Vargus, would be wasted on Nusala, who seldom defeats a camp.

    I'll go back to simulations before making commitments about Nusala and Vargus. FastSIM won't help with decisions about non-attack skills like FL, but I recommend trying it out to enhance their specialized attack abilities before committing so many books.

    Aside from the COAs, one important point: overrun provides no benefit whatsoever for sac generals. Yes, we often send them to whittle down the troops in boss camps, but sacs never touch the boss so reducing his or her hitpoints has no effect. It isn't until the final wave, usually with a Major, Anselm or Vargus, that Overrun will improve the outcome. Yes, I believe there are cases where MMAs effectively kills boss camps, but usually by the time we get there all the MMAs have already been sacced. On MMAs and Nusala I will consider skills other than Overrun.

    Lightning Slash provides little benefit for sac generals because they die in one round, usually before the slow phase when LS takes effect. Master of Defense is the only general that I'm aware sometimes survives to the second round in a sac. LS might still be the best top level skill for MMA and Nusala in other attack situations, but consider carefully before placing that final codex.

    Here's my tentative skills training for Anselm:

    Tier 5: Lightning Slash (a definite yes here, because Anselm more than any other general will use it repeatedly in a single attack.)
    Tier 4: 3x Garrison Annex, 2x Weekly Maintenance
    Tier 3: 3x Battle Frenzy, 2x Fast Learner
    Tier 2: 3x Overrun, 2x Navigation Crash Course
    Tier 1: 3x Jog, 2x First Aid

  5. #5
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    My previous post was long-winded and detailed, so I want to make one important point here. As far as I can see, Overrun and Lightning Strike will have no benefit on a general in a sac situation. Here's why.

    Overrun: reduces hit points of the enemy boss. A sac general and its troops never touch the boss, they only whittle down the other supportive troops. Overrun benefits only the general in the final wave that kills the boss.

    Lightning Strike: lets the attacking general make a second attack with last strike. But sac generals usually die during the first round before they can use last strike.

    I'm not sure about the wording on Fast Learner, so my previous point about it not benefitting sac generals may be wrong. Presumably sac generals get the additional xp for any units they kill, just like in a loot spot. However fast learner says it increases the XP from enemy units defeated by the army, so if it doesn't kill the camp, I'm not clear whether it will still count. I would point out that the XP on units killed by sac attacks may be relatively small. But I've using the simulator, which only provides insight on attack skills, so I shouldn't make pronouncements about skills like FL.

  6. #6
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    Excellent work Deano!Your explanations clear and concise so that even newer players understand. As for the choices well as you mention it really comes down to your playstyle -everyone has their own. I would stress to newer players its similar to booking your explorers. If you plan on being long term player don't be tempted by some of the earlier choices which might make your life easier in the beginning -look at the long term picture. It's darn expensive to rebook them.

  7. #7
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    Here's my tentative skills training for Anselm:

    Tier 5: Lightning Slash (a definite yes here, because Anselm more than any other general will use it repeatedly in a single attack.)
    Would you say that the last strike dmg every round by Anslem would outperform Master Planner affecting every unit (including Anslem) every round as well? Although Elite units already have 90% accuracy, do you supposed that every unit falling short of doing max dmg is less than what Anslem would add to the table in the last round? Regardless if he will whiff and do min dmg on his last strike?

    Overrun: reduces hit points of the enemy boss. A sac general and its troops never touch the boss, they only whittle down the other supportive troops. Overrun benefits only the general in the final wave that kills the boss.
    For most situations I'd agree, I think there could still be some gain to use it on some Vet or MMA on old adventures where you got Metal Tooth for example. I often "overshoot" to make sure I kill him with my sac Gen, that way I would end up way safer using a sac. I'll just throw in the Leader camp on BLT before the last sector, currently I'm doing it (or was....been too long hehe) with 2 MMA sacs, 1 vet (taking out MT) and clean up with Major. The Vet has a "struggle" due to getting a pounding from the Roughnecks. So with Overrun, that camp would be much safer in every regard. But of course, the camp/boss does matter and Metal Tooth is the one that annoys me the most overall, just like in VtV.

    Lightning Strike: lets the attacking general make a second attack with last strike. But sac generals usually die during the first round before they can use last strike.
    That's important to point out, just because the sac is guaranteed to run 1 round doesn't mean you get to attack twice, if the Gen falls before reaching the last strike phase, it's moot.

    just like in a loot spot. However fast learner says it increases the XP from enemy units defeated by the army, so if it doesn't kill the camp
    It will benefit, what your army, aka sac general kills, is considered "defeated", henche you'd get that amount of XP extra through that skill. Depending on the amounts of tomes you feel like wasting, Hostile Takeover with Fast Learner "would make sense" for sac gens. But that's a costly endeavor overall. Not to mention tat various units yield different amount of XP as well, so the overall benefit may be slim to "very good" if planned for.

  8. #8
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    I found fast learner on sac generals to be worth a few percent more XP considering how many sacs I do. A bit underwhelming, but if all I'm losing is a week of book production total by placing tomes that otherwise would be tossed into wasted filler spots, I see the value.

  9. #9
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    thank you, Deano, a lot of explanations there and something to work with, to adapt to our particular style of playing.

  10. #10
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    few observations i noticed
    - lightning slash sucks, mma are sac gens mostly, so it wont be alive for last strike, even on regular adventure, 10% extra from the whole army is better. that or 1up is ok too for sac gens
    - fast learner only affects the troops you kill directly, not the camps we skip or block, not a good use of books imo
    - coa are attacking gens like majors, they need master planner, except nusala as we only have 1, i would go with 1up for her, planner for the other 2

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