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Brutius Maximus
17 Aug 2009, 07:43 PM
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Contents
> Introduction & Disclaimer [Any player]
1) Know your Enemy
[b]2) Know your Opposition
[b]3) Know the Defenses and Troops
[b]4) Inactivity
[b]5) Raiding [Any player]
6) Troop Count [Any player]
7) Fakes [Intermediate]
8) Catapulting [Intermediate]
9) Trick of the Trade [Advanced]
10) Crop Locking [Advanced]
11) Capturing a Village [Advanced]
12) Reputation [Any player]
13) Alliance Wide Attacks [Any player]
14) Fake Scouting [Advanced]
15) Walking the Troops Home [Advanced]
16) Correcting Mistakes [Any player]

Some useful tips & pointers for when you are planning and carrying out Attacks Well, I hope this will be helpful for you. Enjoy....

*Disclaimer*
I cannot take credit for all of this guide/advice. This is a collection of information I have gathered from guides written in the main forum, from my old alliance's forums, personal talks between players I have known, and my own experiences - I have just slapped it all together in a big heap for a player to get everything they need to know in one place, at one time.

I can take credit for re-writting some parts, and adding some extra information/advice in some areas. but most of the information I found was written by other people, and so I can't take the credit all to myself. I cannot remember all the names of who has written what, so If you know you have written some parts - Feel free to let it be known... And My thanks to you all for providing this information for me to put into this guide. P.S: If some of this guide is your work, please post it - or send me a PM so I can make a list of names credited to the guide.

Credit List:
> Brutius (for re-writing some information, adding extra detail/advice, improving on suggestions and slapping it all into a heap lol)
> -_- (a range of information from his mini attacking guide, and some thought triggering points)
> Travian Manual & FAQ
> Travian Wiki
> Tullia (for the extra posts)
> Fizzy (suggested improvements to guide)

~Brutius

Brutius Maximus
17 Aug 2009, 07:45 PM
1) Know your enemy
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Make sure that before you attack or raid any village, you check the owner (for other villages etc). You do not want to go raiding the smaller village of someone with 4 others - If you cannot take on all the villages he has. Most of the time the owner will retaliate by attacking you back, and if you have one mildly defended village, it was a bad move to raid the smaller village of someone who has 4 (for example).

In addition, You should always check the owner of a village to make sure he/her is not in your alliance, or a confed of your alliance!... Friendly Fire is a good way to annoy people, and it is against travian rules... So you will get punished by a multihunter however they see fit (given the magnitude of friendly fire etc) - Which may lead to deletion of troops, emptying of warehouses and/or grannaries etc (see rules for more info on this).

This checking also includes whether he is online or not. As a player will either dodge an attack (by sending resources and troops away), or take you head on (by getting reinforcements etc) if they see the attack coming. One way to check the online probability is to use messages. If they read a message you sent them - they are online (der...). Another way is if you have "spies" or informants, or just friends in their alliance, who can tell you if they are online using the alliance dot system. Thirdly, you can check to see if their population has changed recently, which will indicate that the are online - or at least have been online recently (unless it was a really long upgrade, like barracks level 20, in which case you are out of luck). Travian dope shows how much a player's population has grown in the past week or so, and how long they have been inactive (0 days, 1 day, 3 days etc). So this can also be used as a tool to find out if someone is online.

Brutius Maximus
17 Aug 2009, 07:45 PM
2) Know your opposition
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Make sure that when you are researching a village, or planning an attack that you check the population. Population itself means nothing. Troops mean everything. And as such, Where ever you attack... you must assume that the village has at least a 2:1 troop to population ratio.

However, Sending scouts in to clarify the troop count etc gives you a huge tactical advantage. A good number of scouts to send to a village is about 300 (for a medium sized village about mid-way in the server's life cycle. But you should send more or less, depending on he population), unless you know/think the person will have more. This is because, if the village has its own scouts... your scouts will get killed (or at least some of them). If you do not have more scouts than the enemy... your scouts will get killed and not return with the information - Which means you have just wasted 30 odd scouts etc.

This scouting includes oasis', as it is common for people to store troops in oasis' if it is under attack, or they just need a place to keep them. This is good for making space elsewhere, but bad for your troops if they get attacked. An oasis offers no defense bonus, as it has no wall, no residence etc. This will mean that once you scout an oasis, and it has say 80 maceman... You will not need many troops to kill all of them... and then the oasis is free for the taking - As I assume you would be scouting an oasis because you want to take over it.

Brutius Maximus
17 Aug 2009, 07:45 PM
3) Know the defenses & Troops
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Make sure that you know the defenses of the village you are attacking. If they have a high wall and residence level, you will need to send more troops - and expect loses.A village with a High residence, high wall and no troops - you can expect to lose 3 or 4 troops whilst raiding. Attacking it, you risk losing a lot more (as attacking results in one side being almost or completely destroyed).

Also you should get to know your troops.
No point raiding with a scout as he carries nothing. So learn which type of troop carries most and how strong they are against 'enemy' troops. The slower troops work best raiding close villages (obviously). And no point defending with an offensive troop type (again, obviously).

You should get to know which of your troops are best at attacking, and which are the best at defending... And then train them, and use them appropriately.

Brutius Maximus
17 Aug 2009, 07:45 PM
4) Inactivity
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When looking for a farm, or a place to attack. The best areas are those with high inactivity periods (say 3 days +). This means that their resources are high and ready for the taking. You can use this tool to find out about a village's growth and activity: http://www.traviandope.com/index.php

However, Inactivity also means that whatever troops the village has will be sitting there waiting - as nobody is sending them out on raids etc.

Brutius Maximus
17 Aug 2009, 07:45 PM
5) Raiding
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Getting to know your local 7x7 is easy as you see it so often. However, spread your wings and get to know your 21x21. This can mean 3hour raiding times, however, if your troops come back fully laden it outweighs lots of empty local raids.

For the 1st RAID into a new village - scout first. Hold back on raiding troops as the defenses may wipe out your troops.
Check for defenses first then resources.

Check the 'Alliance Attacks' if someone has just been there decide whether it is worthwhile or not.

Another thing you should do is adjust your troops sent to the time of day. Night RAIDing is more profitable as less players are online and troops are often sent away while the owner is offline.

Brutius Maximus
17 Aug 2009, 07:45 PM
6) Troop Count
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Obviously the more troops you have the less 'work' it becomes as you can send your raiding parties out to many places and forget them for a while.
This does not mean all your troops have to go to one village send smaller raids to many places rather than one large attack to your neighbour. Your troops come back with a higher percentage per raid.

The only exception would be when RAIDing Gauls with their evil traps. As long as 1 man survives and is not trapped the rest will come home safe and sound, only the 'free' man will collect any raiding profit though.

Brutius Maximus
17 Aug 2009, 07:45 PM
7) Fakes
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The idea of a fake is to confuse your attacker, to draw the attention away from the real hit giving you less chance of hitting resistance.

Fakes should be catapult speed,ideally, and timed exactly like your real target and on numerous villages. However, If you are just sending a hammer (to clear out his defending troops) ... Then you should send a LOT of infantry fakes - that move at the same speed as your clearing army (which ever the slowest troop is in the attacking army). Sending 10 fakes and one attack in the same second/a couple of seconds apart... gives a major effect on the enemy... as they are like "omg I have 10 attacks.. argh argh argh"... And thus they panic and make mistakes with dodging or reinforcing etc.

Brutius Maximus
17 Aug 2009, 07:45 PM
8) Catapulting
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Before you think about cat'ing a village... You MUST send rams. Your defender will have up to a 81% defence bonus if you do not take down the wall, which will make it a lot harder for your cats and attacking troops (e.g. a hammer) to get the job done with as few loses as possible.

It takes 52 catapults to destroy a level 20 building, regardless of what it may be. To completely destroy a village you will need to target all 40 buildings/resource fields, so will need 2000 catapults give or take to do it in one go.

With cat's, The best thing you can do... is to split them up into waves. Sending 80 per wave, in 4 waves (for example) gives you multiple targets and still disguises them as fakes.

Cat attacks should ALWAYS be masked in a swarm of fakes... As they are slow - meaning the defender can see it coming. This will mean you have to sacrifice some cat's as fake armies (to match the speed of the main attack force).

Brutius Maximus
17 Aug 2009, 07:45 PM
9) Trick of the Trade
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This is the MOST useful thing anyone could every pass onto someone as advice in travian. This is the ultimate way to send fakes and attack waves to completely freak out your enemy and batter them to bits. This is how you can send multiple attacks to the same village in the same second, or only a second apart (depending on number of waves).

Firstly, You need Mozilla Firefox - which you can download here: www.mozilla.com

Secondly, Follow these steps:
1) Open 5 more tabs, and then open another tab for however many attacks you want to send. So if you want to send 7 attacks (5 fakes, 1 clearer, and 1 cat wave) for example... your total Tab count should be 12 (5 blank at the start).
2) Load each attack tab to the final ok screen making sure the attacks go like this:
fake ,fake ,fake, fake, fake, clearer, catapult wave (until all cat waves are set.)
3) Now go to file, set work offline, then press the final ok on all tabs: you will get a 'this page cannot be displayed' message.
4) Now go back to the first tab on the left, then turn Firefox back online.
5) Right click the first tab and click refresh all tabs. You will get the 'this page needs to resend data' message - this comes up once per tab that you have open so hold down enter (the first 5 waves go slow but it speeds up hence the 5 more tabs than needed.)

You can normally get 4+ attacks per second changes depending on server speed. And you should always hit residence with your first cat wave (as they give huge defense bonuses).

Brutius Maximus
17 Aug 2009, 07:45 PM
10) Crop Locking
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This is EVERY villages WORST NIGHTMARE. Crop locking is simple to do (given the circumstances) ... and causes huge damage to the village it is done upon. The idea of crop locking is to disable the village without causing loss to yourself. If you think the village has a lot of troops elsewhere, or could rebuild lost troops quickly (causing you losses next time you visit) - Then you should Crop lock them.

Target your catapults in the same way as same second attacks (see 10) for details) but target main building, all wheat fields, granaries, market places, flour mills and bakeries.

This will make it impossible for them to rebuild without sending themselves wheat from somewhere else. If they have one village or their villages are very far away from each other, they are done for (really). With targetting just buildings that produce wheat, could be used to trade wheat, or affect how quickly he could be able to rebuild wheat fields (MB) - Then it sends his wheat production into a downward spiral!... With all his troops and buildings producing a wheat consumption... His wheat production will soon go into negatives.

This will result in starvation of his remaining troops (whom would die of starvation on their way to your village also, should he choose to attack you back) and will make it impossible to build anything - due to the slow main building times and the "food shortage" restrictions with anything other than a wheat field lower than level 5 (which would need wheat from an outside source in order to be built). Therefore, this is be used to annoy bigger players who will then struggle to feed their armies (causing a massive loss of resources as they starve).

If you are worried about having your cat waves "cut"... You can try splitting the waves up amongst your villages (depending on if you have multiple villages with catapult abilities). If you do, You can send 1 cat wave from each village. So you have 1 cat wave from village A, 1 cat wave from village B, and 1 cat wave from village C... And so on with more villages. If you set these up in separate tabs, before you send them... And use the mozilla trick - The waves cannot be cut. Compared to 3 cat waves from village A, which can be cut - as anything 2 seconds apart can be cut.

Brutius Maximus
17 Aug 2009, 07:45 PM
11) Capturing a Village
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Capturing a village will give you a benefit at their loss. The more chiefs you have in the village the more effective they are, so aim to have 3 chiefs in your off village and 2-3 chiefs in all your other villages.

To capture a village, Do the following:
1) Time your catapult wave and find out how long it needs with catapults to reach your target and note the time.

2) Do the same for the villages which contain your chiefs (as your hammer/clearing wave may need to come from a separate village to your chiefs)

3) Plan what waves you are going to send, fakes etc... And keep them in tabs (for the same second trick).

4) Send your first cat wave targeting the residence, make a note of the time it hits. Then watch the clock on the timer of your first chief making sure to try getting it to land the same second as the catapult waves and repeat until all chiefs are gone.

If you run great balls, you get a bonus for lowering loyalty from the village running the great ball. This also works in reverse so you could send 6 chiefs and leave it on 2% loyalty. But remember to always PROTECT your chiefs... As they are not cheap - So never send them alone in an attack, always have a considerable defense force for them too - if there is resistance expected).

If you are worried about having your chiefing waves "cut"... You can try splitting the waves up amongst your villages (depending on if you have multiple villages with chief ability). If you do, You can send 1 chiefing wave from each village. So you have 1 chief wave from village A, 1 chief wave from village B, and 1 chief wave from village C... and so on with more villages. If you set these up in separate tabs, before you send them... And use the mozilla trick - The waves cannot be cut. Compared to 3 chief waves from village A, which can be cut - as anything 2 seconds apart can be cut.

Also, If you need to send your chiefs out before your clearing wave - You should mask them in fake waves before and after the actual chiefing attempt, so that you minimize the risk of the chiefing wave being cut. However, You should vary the position of the real wave whenever you do this - otherwise the defending player will know which wave to cut the second time.

For example, the first attack goes: fake wave, fake wave, chiefing wave, fake wave. The second attack could go: fake wave, chiefing wave, fake wave, fake wave. Keeping it random will confuse your opponent and make it harder for them to cut your waves.

Brutius Maximus
17 Aug 2009, 07:45 PM
12) Reputation
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This generally works if you have a high pop or off rank. Population itself is nothing. But a lot of people respect that it a sign of a good player. When attacking and faking a village/player... A good reputation for offensive rank or population will result in him panicking and making mistakes.

This can also be used in the form of an alliance. If you come from a well known alliance for their rank, strength, teamwork etc - The player will know you are someone to be feared - And his palms will get sweaty lol.

When you are attacking somewhere, or being attacked... You must always keep calm - one panicky slip of the finger and you leave yourself open to wave cutting or attacks. In addition, If you get panicky and start acting stupid... You may make mistakes both to where you are sending troops, how you respond to the attacker's messages (if you get any), how you defend yourself etc.

Brutius Maximus
17 Aug 2009, 07:45 PM
13) Alliance Wide attacks
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The most effective attacks are done with your whole alliance and/or confederation pacts. A player is unlikely to want to help his fellow comrades if he himself is under mass fakes/attacks. Alliance attacks are used for one of two things... Either to:
1) Wind up the player, make him nervous, or to cause some mild damage as a warning etc. This is usually done to stop a player who is raiding alliance members - and so the alliance shows they mean business if he/she tries it again (they will get battered).
(or)2) To completely destroy the player. This could be to clear a threat, someone who has caused problems with the alliance (insulting etc), to clear a space for another alliance member... for example a 15c etc etc etc - there are a lot of possible reasons.

The alliance should decide whether or not the village they are going to attack is of use to them. A village 2 minutes away could be conquered and added to the collective (alliance strength). A village 11 hours away is useless to the alliance (apart from as a fallback position), and so is better to just annoy the owner or destroy it completely.

The easiest way to get rid of a playerís offense village is to conquer it. Once the village goes so do the troops. A lot of people have multiple offensive villages so remember you donít have to hit the main one, a secondary or third offensive army is still a huge loss to your enemy.

A Great method of alliance attacks is to get your whole alliance to name villages with the exact same name as that is what appears in your rally point (so it will look like only 1 village).

You will not know who the attacker is, without clicking on each attack, making it very hard to detect conquer attempts (you may not have time to check 300 attacks on each village efficiently etc). This will also make it INCREDIBLY difficult for someone to determine fakes from hammers from cat waves. As you will have 20 or 30 fakes, 1 or 2 hammers, 6 or so cat waves, and possibly chief waves from each player... All listed as the same village name. And if you time it right, All hitting at the same sort of time. This method takes a lot of planning.. But has a huge beneficial outcome.

Use the element of surprise to your advantage... Hit it with everything you have at once to destroy it (but make sure you have a back up defense force if needed etc). Keep your offense village(s) as secret as possible and hide your troop numbers as best as possible. This will minimize the risk of the enemy attacking or trying to chief your offensive village.

One way to keep your troop count secret is to send all your troops. Keep your troop counts that you send to the nearest 5. So if you have 73 legionnaires to send, send only 70. Too precise troop counts will show the defender that you are sending all the troops you have.

One way to keep your offensive village secret is to have a few cats in other villages to fake with. One or two catapults from 2 of your villages, and then the main offensive one, will keep the defender guessing over which village is your actual offensive. You should keep your offensive village's population as low as possible so that it has all the necessities for mass troop building and feeding. You donít want an offense village that sticks out from all your others with a huge population.

Brutius Maximus
17 Aug 2009, 07:45 PM
14) Fake scouting
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If you are unsure if you can take your opponent on, then send mass fakes to a player/village you know will be/get heavily reinforced by the player and his/her alliance. Now time scouts to hit that village the second after your fakes land (if you have enough scouts).

This will give you a rough estimation of how much defense the alliance and player can pull together in a certain time scale.

Most likely, Some reinforcements will be scouts. So you will need a LOT to get information from it. Remember though, only 1 of your scouts needs to survive for you to get the information from the scouting returned to you.

Brutius Maximus
17 Aug 2009, 07:45 PM
15) Walking the troops home
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Early on in the game, raiding is key so you may need to walk home an attacker.

To do this, you ideally need to know when the attacker launched their attack on you. If you donít know this it can be worked out using web based travel time calculators. Or, if you can be bothered, you can work it out by hand. Check how long your troops take to hit the attacking player.

Now its simple maths: by knowing how long he takes to travel between villages, you can work out when he will arrive home (add the travel time onto the time his attack hits you).

By knowing when his troops are at home you will know when you need to launch your troops (His time at home minus your travel time) so clock watch and send accordingly.

Things get a little harder when your travel time is quicker than his you will need to dodge too but if your travel time is the same then itís difficult.

To do this work out how long your troops take to get to and back to your neighbour then launch so that they get home at the same second or a second after, his troops hit your base.

Now check what time they get home then go onto the attack page, you may not have troops home but you can still set it up (enter the exact number of troops returning even if it says you have one)

Now you clock watch again and when the timer hits the exact second your troops are home, refresh then click ok as quickly as possible.

This should make your troops land at his the second after his troops land. He will have to be very quick to dodge out of the way.

Brutius Maximus
17 Aug 2009, 07:45 PM
16) Correcting Mistakes
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Sometimes when you send attacks, you make mistakes... by sending to the wrong village, sending the wrong numbers etc. If you notice these mistakes quickly, You can withdraw your troops back - Using your rally point.

If you click on the rally point, and scroll until you see the "troop movements" where you made the mistake. There will be a green "withdraw" written in the bottom right corner. This can be used to recall your troops, thus allowing you to send them off again (correctly).

I do not know the exact time limit for recalling troops, But you do not get long (in comparison). And if you miss this recall opportunity, it gets hard to correct your mistake. You could try sending faster troops, as clearing armies to protect the mistake army (for example cats or a chief). However, there isn't a lot you can do when they are half way there and you decide to change your mind (for example).

There may be other ways, but I don't know or get the need to use them - So someone can add something here if they want.

JACKS HERE
18 Aug 2009, 12:48 AM
Started of poorly with for example

You do not want to go raiding the smaller village of someone with 4 others (for example).
I'd always raid someone with 5 villages....except in the first couple of months. Good more technical stuff though. Major flaw is is this actually suitable for any player? I'd probably make it intermediate.

Also, like Lucidy said in the defense guide, less red :-)

Brutius Maximus
18 Aug 2009, 09:47 AM
Started of poorly with for example

I'd always raid someone with 5 villages....except in the first couple of months.
I changed it to the following, so that it makes more sense...
-------------------------------------------------------------------------------------------------------------------------
Make sure that before you attack or raid any village, you check the owner (for other villages etc). You do not want to go raiding the smaller village of someone with 4 others - If you cannot take on all the villages he has. Most of the time the owner will retaliate by attacking you back, and if you have one mildly defended village, it was a bad move to raid the smaller village of someone who has 4 and a huge offensive army (for example).



Good more technical stuff though.
Thanks, But I did not write all of this myself - as the note at the bottom says.


Major flaw is is this actually suitable for any player? I'd probably make it intermediate.
Well I wasn't sure about which tag it should go under. I have included basic methods, intermediate methods, and also advanced methods. With all of them in one guide, I though it would be best to have it for any player... As if they get the basics, this will teach them the intermediate and advanced stuff also - which allows them to learn and develop into the intermediate category. And rather than having it split up for different levels of skill (beginner, intermediate, advanced) - I thought it would be simpler to put it in one place so someone can learn pretty much all there is to learn about attacking/defending. I'll change it if needed, but I don't know at the moment.


Also, like Lucidy said in the defense guide, less red :-)
Done, changed to bold again.

JACKS HERE
18 Aug 2009, 05:05 PM
OMG someone listened to me :O

Though I would have bold, blue writing. Blue doesn't hurt the eyes but makes it stand out more :-)

Darkest
18 Aug 2009, 06:41 PM
Is travian dope a legal tool for locating inactive farms?

Brutius Maximus
18 Aug 2009, 06:49 PM
Is travian dope a legal tool for locating inactive farms?

I think so, But you'll have to ask someone higher up.

It can also be used for finding croppers near you, viewing alliance histories etc. So I don't know :confused:

P.s: Tullia, can you add some more posts for me, like you did in the defense guide. as I would like to split this guide up into sections in a similar fashion. Please can you add 14 more posts. Thank you.

Crannys
18 Aug 2009, 06:51 PM
You may tell us that your can't take credit for the whole guide but you don't tell us who else did help and what parts you wrote.

Brutius Maximus
18 Aug 2009, 06:54 PM
You may tell us that your can't take credit for the whole guide but you don't tell us who else did help and what parts you wrote.

Im going to start a credit list once some more posts have been added for me to split it up. I cannot remember all names, So people who know parts of the guide is written by them etc - They can send me a PM and I will add their names to the list, depending on if I haven't done it already.

My contributions are re-writting some areas, adding in some extra details on how to do something etc. In each of the topic. I can't single out each bits I have added, as that would take a while and a long post.

An example is that I wrote most of 11)Crop locking, But it was inspired by what -_- wrote about it, and some information on it on other websites.

Tullia
18 Aug 2009, 09:25 PM
P.s: Tullia, can you add some more posts for me, like you did in the defense guide. as I would like to split this guide up into sections in a similar fashion. Please can you add 14 more posts. Thank you.

done :)

Brutius Maximus
19 Aug 2009, 09:49 AM
done :)

Thanks Tul'

-_-
20 Aug 2009, 02:34 AM
Im going to start a credit list once some more posts have been added for me to split it up. I cannot remember all names, So people who know parts of the guide is written by them etc - They can send me a PM and I will add their names to the list, depending on if I haven't done it already.

My contributions are re-writting some areas, adding in some extra details on how to do something etc. In each of the topic. I can't single out each bits I have added, as that would take a while and a long post.

An example is that I wrote most of 11)Crop locking, But it was inspired by what -_- wrote about it, and some information on it on other websites.

lol jeez me inspire people god we are damned lol tullia would agree

also mate as i missed out some of my fave things to do needed to keep some secrets and all that ill tell you one but ill let you write it up as i dont have inet access much any more but here goes

do you know how you time chiefs to conquer villages you an do the same with catapults too so whereby 40 waves of cats from 1 village would take say 5 - 10 secs if timed well you can get all 40 waves same second like you would chief

advantages being cant cut them and should you lose them 100 cats from 40 villages easier to rebuild then 4k cats from1 village

just its expensive and time consuming theres a few more of these i use ect but hey :p

sorry to be a pain its 4am and its too warm to sleep lol also you should go into scous in more detail not forgetting to mention scout oasis as ppl think its smart to store troops there its not no wall or def bonuses what so ever so some easy mace kill can be found in them you might want to mention mace are cheaper then scouts so a simple 300 mace raid will find out most info on troops only down side is you cant see wall levels ect

you havent mention about messing up and how to correct attacks you mess up before they land as in timining mini clearers from other villages and about blacksmith upgrades and tht in some cases natars mainly when time is short you may need to buy a new hero thn reviv and old one

lol your gona hate me but you havent mentioned how to check if there online if you have spies tht easy i usually show i have spies it annoys them :P but you can also check if someone is online before you attack by watching there pop if it goes up there either online or have been recently in most cases either tht or your unlucky and a level 18 feild just finished



<<seriously owen, FIVE consecutive posts?
grrrr ~ T >>

Brutius Maximus
20 Aug 2009, 08:19 AM
scout detail comment
Added some more information in the section concerning scouting etc. Including over oasis'.


online comment
Added some information on how to check if a person was online etc.


correcting mistakes comment
Tullia, can you add another space for me please... I don't think this topic can go in another one.:rolleyes:


cat and conquer waves comment
I'm not sure what you mean. Do you mean the same second tactic, using mozilla? - As I put a bit about that already.

Tullia
20 Aug 2009, 10:14 AM
Tullia, can you add another space for me please... I don't think this topic can go in another one.:rolleyes:

done :)

-_-
20 Aug 2009, 11:21 AM
lol the cat and conquer topic

right you kknow when you steal a village?

you send chiefs from numerous villages you can do the same with cats but instead of it being 2-3 waves from -3 villages you send 1 wave from 20 villagdes timed perfect it cant be cut

Fizzy
20 Aug 2009, 12:18 PM
I think you've got your maximum wall level bonus wrong, If they're romans it could be as high as 81%.

You mention 300 scouts as being a good amount to send. Putting a figure to the amount to send is tricky as it depends hugely on the village you're scouting, and the length of time the server has been going. TBH, the chance of an inactive 1 village player having any troops in his village is pretty low, and you might be better off simply sending a raiding party.

As for chiefing a village, there will be times when you get your timing wrong. Maybe you need to launch your chiefs before your clearing wave, or your finger is slow, or your server is poor. This means your chiefs are in danger of being cut. One way to protect against this is to send chiefing fakes before and after the actual attempt. If the target village has incoming at 12.00.00, 12.00.01, 12.00.01 + 12.01.00, 12.01.01, 12.01.01 + 12.02.00, 12.02.01, 12.02.01 theres a good chance one is a chiefing, and all three are cuttable, but which one does he cut ? If you add this to fakes on other villages,

Brutius Maximus
20 Aug 2009, 04:35 PM
done :)
Thanks.


lol the cat and conquer topic
I get what you mean now, Added a section to both the cat and chiefing topics.


I think you've got your maximum wall level bonus wrong, If they're romans it could be as high as 81%.
Corrected



You mention 300 scouts as being a good amount to send. Putting a figure to the amount to send is tricky as it depends hugely on the village you're scouting, and the length of time the server has been going. TBH, the chance of an inactive 1 village player having any troops in his village is pretty low, and you might be better off simply sending a raiding party.
added some more info, to make it clearer what I meant.



One way to protect against this is to send chiefing fakes before and after the actual attempt.
Added to the chiefing section.

h h h
23 Aug 2009, 04:56 PM
1. Know your enemy.

Something basic that you should be suggesting is checking the OFF, DEF & Hero points of the account. Quite a few DEF points and not many OFF points would seem to indicate that the account is a farm. A ot of OFF points should set the alarm bells ringing. A combined decent OFF and DEF score should also serve as a warning sign.

What sort of hero has the account got and what level is it at? This may also tell you a little about the player.


2. Know your opposition.

300 Scouts is not a lot for a med sized village during the mid stage of a speed server. It is probably a little on the short side even for a slower server where troop levels are significantly lower due to the dufferences in wheat consumption relative to production, (troops and building consume the same but fields produce only 33%).

4. Inactivity

This can often be misleading. All those stats show you are that there has not been an increase in POP. What they might indicate is that there is significant troop building going on.

5. Raiding.

Teuts don't really need to bother scouting. They should be happy to "trade" their Mace for and troops that they hit. If you get a "none of your troops" message, then that is the time for scouting, but just hammer the Mace in there if you are a Teut.

7. Fakes.

If you are sending your hammer, then you will also need to send your RAMs, (sending a hammer at a large DEF without targetting the wall is..... silly). Then the fakes obviously have to be CAT fakes.

The other thing that isn't mentioned is long-distance CAT fakes at a different target in the same account or alliance. This will involve a splitting of any DEF forces that are available in the local area.

8. Catapaulting.

You are suggesting that you send your hammer with RAMs and then wait for it to come back again and then split it up and send CATs.

I would have suggested sending tenough OFF to do the job the first time and ensure that there ae suficient CATs & RAMs with the hammer. Send them both together and target the MB and Granary. The destruction of the MB will mean that rebuild times are slower, (unless gold is used), and the destruction of the granary will ensure that until it is rebuilt it is VERY hard for the village to be DEF'd, (as there will only be a small amount of wheat storage space available). Be aware that most experienced players look to have multiple granaries in any village that produces/stores troops in any significant number. If they have 2 granaries then you need to take them both out.

Also be aware that using "double hit" with CATs lessens the effectiveness of the hit itself. If you have loads of CATs then great. If you don;t then you might want to concentrate on 1 building at a time.

10. Crop-locking.

I think you meant (see 9 for details).

Crop-locking is NOT every villages worst nightmare. It is possible for a gold user to recover from a crop-locking quite rapidly. The worst thing that can happen is for you to lose your village via a chiefing.

11. Capturing a village.

You may want to mention that if you chief a village from an account whose total POP is smaller than your own, then the chiefed village will lose 1 level of each and every building and field as soon as you take control. Please also note that all tribe specific buildings will be destroyed. Walls are all tribe specific so will be removed whether they have been destroyed or not, )so you might as well destroy them), Gaul trappers will be gone. Roman water troughs will vanish as will the Teuton brewery. Be aware that if you are chiefing a decent POP farm that doesn;t give up resources then you might well find yourself the not very proud owner of a Forest of crannies, (that will all have to be destroyed individually level by level before you can build more useful buildings.

As a rule of thumb you shouldn't even consider looking at chiefing a village less than 500 POP, (and I would suggest that it bshould bve closer to 700+ as a minimum. The only exception to this might be a cropper with a low POP where you suspect that there is little or no binfrastructure in place and just large level fields, (the village might look 150-200 POP smaller than it really is).

Also, try to do all the hits in 1 go from multiple villages, (and maybe get an ally on board to assist you if needed).

Lastly, consider carefully which village you actually want to chief the village from. You want to keep 3 chiefs together with your hammer so that should hit first and the little village with 1 chief and only 100 Mace/Swords/Imps should hit lats and take the village. If you get the timing wrong, don;t be afraid to re-chief yourself.


12. Reputation.

What a load of old Ballacks!

A high OFF rating means nothing except that the owner of the accounts has killed that many troops. It could be that he is all OFF for example and has little ability to DEF himself other than counter-attacking your OFF, (often called chasing home). He may even not have much OFF left himself, as in order to gain OFF points he has to send his OFF into battle and who is to say that he hasn;t just lost the whole lot.

Conversely, a player with a high DEF count may mean that he is a DEF prodcing superstar. It might also mean that he builds nothing but OFF and he has just had his whole OFF army left at home and decimated by an attacker. His DEF points could have cost him double or even treble that number of troops.

Look at his hero instead. If the hero os alive then it gived you an indication of what the score is. All decent players rely heavily on the hero. He may have just died but if he has, then he will soon be revived even stronger. Beware accounts with good heroes.

14. Fake Scouting.

lol

If you do as you suggest, and he doesn't have many troops, (because he couldn't respond in time), so you then attack, you run the risk of running into all the DEF that was sent in response to your fakes but which did not arrive in time to be in position when your scouts got through. That tactic needs a few tweaks I'm afraid.


15. Walking troops home.

What makes this ar easier if you are able to hit from another village or even an allied account. Make sure that your hero is in on any such hit though. Trying to follow home from 1 village with troops at the same speed as those that are being chased home is largely pointless. If you can do the dodge to get the troops out of your village and then back in, and then out again after the attacklers, then it is also possible for him/her to dodge you.

Do it with slower/quicker troops, (remember that there are no part seconds in Trav. Everything is just queued up in the order that it was actioned.) If you send slower troops at him from the village that is attacking then you must ensure that you hit 1 second AFTER his troops return, (as your action has been initiated first, (before his troops left your village), and your troops will attack before his troops are back, (albeit in the same second). If you are using faster troops, then you can arrange to hit in the same second that his troops return, (just as long as your send time is AFTER his troops leave your village). If anyone manages to achieve a no second dodge), then send all your calculations and workings out to the MH and request that they be banned for BOT usage. Not all MH's are clued up enough to follow this but I'm sure most are.

A few bits and pieces.

Hide faster troops with slower ones. Early on a rake of Pals hiding behind 1 solitary slower Mace can encourage a nooby Teut to DEF with all his Mace.

If someone you are attacking you messages you, don;t open the message until after the hit. You don;t want them to know that you are on-line. They might consider chasing you home if they think you ae not on-line so don't give them information that you don;t have to. Just leave the message yellow and open it later.

Think about what you are likely to be attacking. If it is early in the server and there are few Pals/Druids/Praets about, then fling your infantry about with carefree abandon. As soon as you suspect that there are any anti-infantry being produced in any significant numbers then target these account to ensure that they do not build up.

DOon;t raid farms with combined infantry/CAV if you can help it. All you are doing is slowing down your CAV, (that is their biggest assett.

Can't be bothered to write more. Sorry.

laughing_fish
04 Dec 2009, 02:29 AM
There is no info anywhere (in this excellent guide or elsewhere) that explains about the new 'safe storage of troops in the "forest"' which is supposedly a benefit of the 'gold club' user on the new 3.6 servers....

Avi
07 Dec 2009, 04:00 PM
There is no info anywhere (in this excellent guide or elsewhere) that explains about the new 'safe storage of troops in the "forest"' which is supposedly a benefit of the 'gold club' user on the new 3.6 servers....
Hi Laughing Fish, the T3.6 guide offers an explanation for the Evasion Tactic (hiding troops in a forest). The specific post within this guide is here: (link) (http://archive.forum.travian.co.uk/showthread.php?p=996208).