in previous we talked how to get WW, how to build it and how to destroy enemy WW
How to defend WW
Make no mistake, 99% chance is your WW will be attacked. But it is up to you to defend it.
First and most important is defenses. You defend WW like no other village and only thing limiting amount of defense there is your alliances ability to send crop and def. More is better, but don't get too WW defending happy - you need to maintain alliances ability to defend themselves. Generaly I suggest to think along those lines:
- First ask for certain % of existing defense. % may vary from 20 to 50 %, depending on
- your alliances set up, off/def structure and activity. Only you yourself will feel the limit here. This defense will never return back so they are immediately to be replaced by building new units.
- Second, ask players to devote certain amount of villages (when i played as defender i devoted ~20 villas, when i played off it was 8 villas) that produce lvl20 single crop def unit using all resources given village produces. Every day new defenders are ordered and built ones shipped to ww. Implement this system alliance wide and keep an eye on people really doing this.
- Third react to poping up attacks. As soon as you see dangerous looking incomings or sets of incomings make alliance wide call for horse defenses. Later you can ask to withdraw them or send home them yourself. this boost of def will be crucial to limiting the damage.
- Forth, worry not about natar attacks… theyre nasty in terms of troops killed, but since they came in 2 waves and with small amount of siege, they wont do damage. If they do, youre doing the defending WW part wrong. There is a chance that enemy will time his hammers to land after natars, to use damage what natars do to defenders to their profit - but honestly never seen it done - due to natars travel time (24h if i am not wrong, its not always doable)
Also, do not forget about heroes… your alliance has sent them there. With each attack they will level up (well depending on hero initial level) do not forget to run MMs asking to check heros and assign points. Most of guides ask to assign points just to defense bonus %.I am more believer of def bonus + regeneration. If regeneration is low, string of hammers will kill heros… and I rather have heros with 16% bonus and alive then with 20% bonus and dead and to be revived for days :S
This point depends greatly on alliance you have, artifacts you possess and hammers you control.
The key here is that if attacking village goes puff (0poped or chiefted), troops created there disappears too. So,technically there is no cheaper way how to kill incoming hammer then killing a village it comes from.
The application of said method depends on many variables:
- opponent - how experienced they are? Experienced players will know what you intend to do and do all they can to stop you from it. So prepare for wave snipes, changing capitals and simple defense wall. Do he has personal defenders? they most likely will snipe and defend more furious then alliance ones.
- opponents alliance. How stretched are they with defense and crop? If they have regular starvation and Intel says their ww holders keep begging for defense, there is good chance you'll remove the village because they have lost battle in their own peoples mind and none will care about one more call for def.
- time. Can you make it in time before the hammer lands on ww to the attackers village? Maybe consider moving boots artifact to cata rich account/village. Then have booted player send catas and later add cleaners - hammers without catas or ghost hammers or whatever you can scrape to arrive on time.
- hammers available. Do you have hammers and cata power to do it? is it wise to use offense this way? The chances to get offense killed/damaged are high, so loosing of hammers sent to this op should not mean your ally lost best ww hitter (unless lvl 100 is in queue and there is a risk that your mighty hammer will meet server end home)
Some notes:
In this strategy never rely on chiefting(unless you want it to look like 2 fakes ;)) always go for 0 pop because i find it hard to imagine player whose non cap WW hammer are en route to ww and they get incomings and dont change capitals.
Option B - if you cant make it disappear,make hammer smaller. Starve it. Call alliance wide MM with hammer villages coords and oasis coords and capital coords (works best if you have multiple hammers incoming and the targets are more then few) and ask for expendable horses raids. Aim is to by all means steal their crop and fcuk ability to feed monster on road. If you run -400k negative, emptied village is serious OUCH and troops dying speed is impressive.
If you defend your WW offensively, when choosing among multiple hammers, consider going first priority after rammer. If you take rammer off the picture, following hammers might do a way less damage.Or roman hammer whom you suspect has most catas – roman catas are ouch!
You can look to post in this blog how bea was fighting for her hammer to stay alive to land on WW at qualification server. Well... I was on opposing side, trying to make it disappear ;) and if we would have suceded server would have ended quite sooner. Look for that here
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