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Talk:Ram
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What do Tech upgrades to Rams (via Smithy) do for you?
wall level reduction
Is there a way to determine how much enemy walls will suffer from a certain number of rams?
Countering Rams
What's the most efficient way to counter Rams and Catapults? --68.252.213.246 23:16, 18 March 2009 (UTC)
Incorrect information
The following is incorrect:
- Rams are useful in clearing a village, as their effect is calculated before the "main" troops - your axes and lc - fight the defense. For example, if you are attacking a level 20 wall, and the rams lower it to 10, your troops attacked the defense with the level 10 wall, not at level 20. This is the opposite effect of catapults when targeted at the wall; their effect is calculated after the main battle. With catapults, your troops would fight against a level 20 wall, and then afterwards the catapults would lower it to 10; useful, yes, but not helpful in that particular attack.
- In a standard nuke, a number from anywhere to 200 to 350 rams is used customarily. Obviously the more you send the lower the wall will be lowered, but on the other hand they use up population that could be better used for axes and/or lc.
- A technique less commonly employed but certainly effective is to use anywhere from 700 to 1000 rams in a nuke, as a "wall buster". Your nuke will clearly not kill many troops, but will almost certainly lower the wall severely, providing easier clearing for later attacks. This is generally used against a village stacked - filled with - a large amount of defensive units.
Corrections:
- Their effect on the wall bonus is calculated before the attack takes place.
- If you are attacking a level 20 wall, the rams cannot reduce the affect of the wall by reducing it's effective level by more than half. (That is, level 20 will never fight as less than level 10).
- The damage of the rams to the walls is calculated after the battle takes place, and the amount of surviving rams as well as the rams that have died all affect how much the wall is downgraded. Thus, if no troops survive, wall damage may still be done. Wall damage, in this case, is dependent on the defender's troop loss ratio.
- In a standard nuke, a number not below 213 should be used (unless the defender has walls below lvl 20).
For a nuke that aims to kill troops in the first attack, 213 rams is ideal. For a nuke that aims to be the most effective against a stacked defense, it depends on how stacked the defense is. If the village is below 140k sw/sp, constant production of rams in a lvl 15 workshop will produce 814 rams before the village is full (21k pop, lvl 25 barracks, 20 stable, both constant production -> axes and LC)... and this nuke will be effective. If the village is above 140k sw/sp, trading off LC for rams and axes (building as many axes as possible in the time it takes to build the required rams and putting the rest of the pop space into LC). Bunker busters are only effective to 192k sw/sp whilst remaining within the 21k pop build. This is achieved with 13k axes, 1600 rams. A similarly effective nuke that takes less time to build is 12k axes, 1650 rams. It is slightly less effective, though (because the amount of damage done to the defending troops lowers, so the amount of damage the rams can do lowers).
For a nuke that aims to be built in the least time possible, if it aims to kill troops, 213 rams and then constant production of cats, if it aims to reduce wall levels, constant ram production with lvl 15 workshop [814 rams in a village with 21k pop available for troops].
If I remember, I'll organise these thoughts into the article when I have time...
--Witheringxuponxlove 07:16, 31 July 2009 (UTC)
