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Beginners guide Five

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Contents

Rams

You need at least 10 rams to drop a level 20 wall down to 19 and 219 to bring a level 20 wall all the way down to zero in an undefended village.

Scouts

If the attacker has half as many scouts as the defender, the chances that scouts survive are about 50 %. But only very few scouts would survive. If the attacker has about the same amount of scouts, the chances that scouts survive are about 100% and about two thirds of the attacking scouts survive. The defender cannot loose any scouts. As long as at least one scout returns, you will receive a report about the strength of your enemies army. This information will also be provided on any attack where at least 50% of the defending troops are killed. If at least 50% of the scouts survive, you get a report of your enemy's resources. If 70% of the scouts survive and the scouts have been skilled to at least level 2, you also get information about his buildings and the level they have been upgraded to. If 90% of the scouts survive and the scouts have been skilled to level 3, you get to find out how many units of the defending village are stationed in other villages or in transit. (Scouts in W9 & W13 are all Skill Level 3)

Morale

Morale is something completely different. If you attack another player with the same amount of points as you the morale of your troops with be 100%. They are happy to fight a fair fight and give everything they can. The less fair the fight, the worse your morale will be. If you attack with only 50% morale that means, that your troops fight with 50% of their strength. You lose more and have a lower chance of success. That is important to protect small players and make sure that they have a least a small chance. It does not matter, how far away the target of the attack is. You can have both morale and loyalty in a fight of course. If you try to take over a village of a smaller player, you send a nobleman in your attack. You might fight with 60% morale and if you are successful (at 60% of your troop's strength), then your nobleman will lower the loyalty by 20-35. When you attack someone it shows you the actual morale, but the morale that is used for calculating the attack is calculated in the moment the troops reach their aim.

That means morale can be 100% while sending your troops and less when when they reach the intended target if ether of you has a shift in points before then.

Luck

A red bar symbolizes misfortune, whereas a green bar represents positive luck. Maximum misfortune and maximum luck are both 25%. That means that the troops of the attacker have become at most 25% weaker or stronger.

Defense

When you are being attacked you first need to determine the type of attack. This can be calculated checking the duration of a single unit from your own village set to attack your enemy. Simply do not press “ok” to confirm the attack. The speed an attack moves is always at the pace of the slowest unit in the attack force. A scout mission will come at you very fast, one with a noble may take a week to arrive. You can check the speed per field of a unit in the Help/Units section of TW. You can defend against these attacks a few different ways:

  1. Shadow Troop Defense: Pull all of your troops out of the village in support of one of your tribe mates a minute or 2 before the attack hits (you have 10 minutes to recall them at your rally point before they are out of range so after the attack hits just cancel the support mission) and use all of your resources on buildings that you can cancel after the attack is over so when your enemy attack hits he finds nothing and thinks the village is empty. His next attack (if he bothers again) will be weak and your defense troops will crush them.
  1. Mobile Quick Reaction Force: For defending several villages from an enemy it is a good idea to have a QRF consisting of HCav and Mounted Archers in a 60/40 mix to move from one village to the next in support. They can also be used to send support fast to a player very far away.
  1. The 3 2 1 Defense: Always keep a ratio of 3 spears to 2 swords to 1 archer in as high an amount as you can afford at all times.
  1. The Noble Defense: When you are being nobled no matter how many troops you have, it will most likely not be enough. That is when you call on your tribe to send as much support as they can to help defend you. You should also be writing tribal allies around you via in game email requesting support. If you have time and resources you should be building Heavy calvary and Spears and if in desperate need of extra troops, catapults. The budget defender should focus only on spears and heavy calvary, which yield more defensive points per unit of time. A proper “Noble Train” will have a clearing wave ahead of it to knock your wall down and kill all of your defenders. If you cannot defeat one or more of these nobles you will most likely lose your village that is under siege. To protect your village, you must usually kill at least one noble and if the other player didn't time his attacks correctly the Shadow Troop Defense will work perfectly. If you are low on troops and have an incoming noble train, you will have to implement a skill known as "sniping" nobles. Basically, sniping is simply splitting the noble train with defensive support. In sniping a noble train, the defender should send support to land in the village under attack between the first and second noble. If this gap is missed, it is perfectly fine to split the train between the second and third noble or even the third and fourth, but it is usually not as effective. This method works because the skilled attacker usually sends his first noble with a heavy attacking force (often a full nuke) and his remaining three nobles accompanied by fewer troops (sometimes as few as 20 light calvary).
  1. The Wall: There is no better defense than a level 20 wall. Not having one is just plain foolish. This should be the number one priority of all defense.
  1. I'm being Farmed: Build up your Hiding place to LVL 10 (It can take in about 2000 of each resource). Now Start building your wall to LVL 13-14 (the resources should be safe in the hiding place). After you have finished with the wall. Start building defensive troops. Remember to build defensive troops to counter the troops that are attacking you. Spears are very good against Stable Troops and Swords (cheaper than Archers) are very good against Barracks Troops.

Until you can gather enough troops just send your defensive troops away when you are being attacked and when you think you have enough just call them back. Do not forget to spend all resources that are more than 2000 so the attacker will not get any haul and will lose troops on your wall. Just build a building and after the attack is over cancel it so you will not loose any resources. Do not make market offers because they can be plundered when you get attacked but you can send resources away using your market, to close allies and have them returned after the attacks are over. This is why it is foolish to leave your market at level one until you start your build up for an academy as I have seen time and time again in scoutings and attacks on weak players.

Offense

  1. Fake Attacks: A fake attack can be used in two ways. To disguise the origin of the real attack when attacking a single village (used when attacking a village with multiple tribe mates and or allies). Or to disguise the target of an attack by striking several members of the same tribe in a small area or by hitting several villages owned by the same person. The advantages of hitting the same enemy village by way of several allied villages shows your enemy that you are organized without revealing your true strength and it also makes retaliation by your enemies tribe mates more difficult. The second method of fake attack makes your enemies unable to properly defend against the “main effort”. Fake attacks are made up of 1 unit of a type that moves at the desired speed. You want him to think its a full forced attack send one catapult, you want him to think its cavalry send one LCav, etc.
  1. Noble Attack: When attacking with a noble you should always send a “clearing wave” ahead of him timed to hit your enemy's walls and kill all of his defending troops with the smallest amount of time possible before the noble attack hits. When attacking an aggressive active player you should send the clearing wave ahead of each noble attack (you will have to hit him at least 4 times with your noble before his loyalty will drop to zero) and you will need reserve troops to send at the target after it has been cleared to keep it suppressed. I usually send my forces like this:
        Clearing Wave (Axes, LCav, Scouts, Rams to drop wall to Zero)-sometimes you may want to exclude the rams because you may need that wall to defend it once you have taken the village.)
        Noble with heavy escort
        Suppression Attacks (LCav and Scouts) (sent while Noble is on return trip to your village)
        Final noble attack containing a large defensive force

It is never recommended in this game to “put your eggs in one basket” by having only one noble on hand at any given time. At the beginning of your quest to rule the world noblemen are cheaper and faster to produce. The temptation is to attack and take over a village the instant your noble is completed but a solid plan is to keep 3 nobles in reserve for every one you have for conquest. This will allow you to use the “Noble Train”.

  1. Noble Train: Using a noble trains consists of having multiple nobles arrive at a target village in sequence, close together, so that the village is nobled quickly and efficiently. This is a must for long range attacks and suprise attacks.You can have a village right next to you scouted, cleared and nobled in less than 2 hours with a noble train. Without one the process could take an entire day and allow your enemy valuable time to get support from his allies. A noble train has a clearing force first (with or without a noble) then 2-3 nobles with escorts, finishing with a noble escorted by defensive troops which will support the nobled village on ennoblement A good noble train has multiple clearing forces and it is a good idea to work in a group of catapults if you can to knock out the enemy rally point (see the Shadow Troop Defense). It is sometimes necessary to send 5 nobles as the attack depends heavily on whether it is abandoned, luck, loyalty, points, and how many troops you send. If you are in an organized tribe you may even have your tribe mates supply part of the train, but lets assume you're on your own. Sending your nobles all at once from different villages wont work, because your villages are different distances away from the target, so before sending your train, you need to work out how long each segment of the train is going to take to get to the target. There are two ways of doing this:
        Use an attack calculator from a site such as “TWPlus.org” 
        Send each attack but don't hit ok on the second screen to check the duration. 

Once you know how long each one is going to take, send the attack that will take the longest to get there. Once the time remaining almost shows the amount of time the next longest will take to get there, send the next segment and so on. Finally, under no circumstance (unless you find one) send more than one noble in any single attack. The loyalty would be reduced by the same as for one noble.

  1. The Catapult Wave: A catapult wave is only used to destroy a village. When using catapults for conquest you really only need 5 or 10 to take out an enemy rally point (only level 1 anyway). The wave is for those times when you don't have a noble to take an enemy village (or its too small to be worth it) but you have to cripple its ability to do you harm. The setup is the same as a noble train. You need at least 4 sets of catapults with escorts (2 sets of 5 and 2 sets of 10) and a clearing wave that goes ahead of the attack with enough rams to bring his wall all the way down. Your four targets should be:
        5 catapults hit the Rally Point
        5 catapults hit the Statue
        10 catapults hit the Farm (Above 1000) Below 1000 hit the Barracks
        10 catapults hit the Warehouse 

You need to have accurate scout reports with every attack so you know what to hit next. Once your troops return just keep on repeating the attacks in the same sequence until everything is at zero. I usually only send the statue wave once (shift this wave to another building) but I send the rally point wave every time. Focus on his farm, warehouse, and mines until they are all destroyed. After that you can worry about all of the other buildings.

Farming

Farming is the act of repetitively attacking someone to 'harvest' their resources. Before you start getting multiple villages it is extremely important that you farm. In the early stages of the game you will have to farm with spearmen but LCav can carry much much more and will be used later on. When striking a new “Farm” follow this guide:

        Less than 100 points: up to 100 spearmen or 30 LCav 
        100 - 500 points: up to 300 spearmen or 100 LCav 
        500 - 1000 points: 200-300 LCav 
        1000 - 2000 points: 600 - 800 LCav 
        2000+ points: A mix of Attack troops and Scouts 

Only send to each village what the troops can carry back. There is no point sending 500 light cav at a village if the most you can get from it is 1000 of each resource. for most farms, 30-50 light cavalry will be good enough to clear them out, but use your own judgment and math skills to work out what you need for larger farms. All new farms should be scouted first to make sure you are going to get more resources than casualties. I always send scouts with every attack no matter what the purpose so I can match it to previous scout reports. You have to know your enemy and be watchful of his actions. He is going to be very unhappy that you are stealing from him. Make sure you use the simulator before you hit villages with troops in them and walls. Again, you don't want to send in the troops if you are going to lose half of them and get nothing back. Use catapults to cripple villages you plan to farm only (never damage anything but the rally point and wall on a noble target). Follow this guide for attacking buildings.

        Less than 1000 points: Barracks then Rally Point and Farm 
        Greater than 1000 points: Farm then Rally Point and Barracks

Make sure that if your target has a level 15+ HQ, knock it down to 13 or 14 to keep him from destroying his own village to keep it from you.

The “Triangle” Village Layout

Main Village (your first village)

There is really nothing you can do about your first village if you are like me and build well rounded attack/defense troops levels in the beginning of the game, later on when you have more villages you should specialize the village in either offense or defense. The best way to deal with this is to just keep your first village balanced in attack and defense in the beginning:

        Spears 3000, Swords 2500, Axes 4000, Archers 2000
        Scouts 1000, LCav 2000, M Arc 250, HCav 100,
        Rams 150, Cats 50

Offense

Used only for dealing death, this village should near enough to a defensive village should it be attacked. Some people prefer to leave this village without any defenses but I want all my villages to have some teeth just in case. These are the recommended troops levels:

        Spears 500, Swords 4000, Axes 8000,  Archers 500
        Scouts 100, LCav 3000, M Arc 0, HCav 0
        Rams 225, Cats 225

Defensive

A defensive village is a very important village and must be near one of your offensive villages, so when under attack you can send defensive support from here. A defensive village should also be used as a scout village so you don't take up space in an offensive village. Here is a good defensive village:

        Spears 4000, Swords 1000, Axes 0, Archers 7000
        Scouts 4500, LCav 0, M Arc 500, HCav 500
        Rams 0, Cats 0

Following all of these troops levels will put you very close to the max amount of farm slots for a village with buildings leveled in the explanation below. If you plan to max all of your buildings you will not have enough in your farm to hold all of these troops.

Leveling Buildings

Below is a chart for recommended building levels. Why shouldn't I max out everything? The number one reason is farm slots. Buildings take up valuable farm slots that you will need later on to make sure you have the combat power to fight other villages as large as yours. The second reason is morale when fighting villages less powerful as yours. In order to make the most of your farm slots you need to “trim the fat” a little bit. This is how I do it:

The first number is my way, the second is the maximum you can have it.


        Village HQ	20	30
        Barracks	20	25
        Stable         10	20
        Workshop	10	15

All other buildings I keep maxed out. But rember there are lots of way such as markets can be easiley cut down to make room for 25 barracks and they train ALOT faster than 20 barracks, same wioth stable in a time of war its good to have all military buildings maxed out Some Alternatives are

Village Headquarters (Level 20) 
Barracks (Level 25) 
Stable (Level 20) 
Workshop (Level 10) 
Academy (Level 3) 
Smithy (Level 15) 
Rally point (Level 1)  
Market (Level 15) 
Timber camp (Level 30) 
Clay pit (Level 30)  
Iron mine (Level 30) 
Farm (Level 30) 
Warehouse (Level 28) 
Hiding place (Level 4)  
Wall (Level 20)

And remember it takes 45 days to build a solid defense of 10k spears and swords or whatever other GOOD combo you may use, so if in war try to make 10k spears and 2k Heavy Cav mixed in with some archers and things like that its only 80% as effective, but in war time its just so much more valuable

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