KoDHITS
KoDHITS
KoDHITS
Would you like to react to this message? Create an account in a few clicks or log in to continue.
KoDHITS

Evony KoDHITS Alliance
 
HomeWelcomeLatest imagesSearchRegisterLog in
Latest topics
» Use of War Zone
City Defenses Icon_minitimeWed Dec 16, 2009 1:34 am by Nisqually

» introduction
City Defenses Icon_minitimeMon Dec 14, 2009 6:46 pm by Paul Mahdi

» BTP coords
City Defenses Icon_minitimeMon Dec 14, 2009 12:20 am by krueger

» Combat Movement and Rainbows
City Defenses Icon_minitimeSun Dec 13, 2009 2:44 am by Rhianna

» City Defenses
City Defenses Icon_minitimeSat Dec 12, 2009 3:14 pm by Rhianna

» NPC Farming
City Defenses Icon_minitimeSat Dec 05, 2009 3:14 pm by Admin

Navigation
 Portal
 Index
 Memberlist
 Profile
 FAQ
 Search
Search
 
 

Display results as :
 
Rechercher Advanced Search
Forum

 

 City Defenses

Go down 
AuthorMessage
Rhianna




Posts : 7
Join date : 2009-12-12

City Defenses Empty
PostSubject: City Defenses   City Defenses Icon_minitimeSat Dec 12, 2009 3:14 pm

This was taken in part from Dark Brady's post on Evony forum

Cities

This is where all the action is, and where you'll spend most of your time fightin' folk. In Valleys it's the exact same either way, but in Cities, whether you're attackin' or defendin' makes a huge difference. The fact that defenders have a huge wall that needs to be breached (their durability based on their lvl + Engineerin') as well as all troops can potentially slow down attacks. It also prevents sendin' a single unit to cap the city, seein' as an attacker must win the battle within 100 rounds or face auto-defeat. Auto-defeat used to kill off all the units, but no more; your troops will jus' be sent back as they were w/ a defeat report. Anyone can tell you that defenders have massive advantages over any oncomin' attack.
The fact that your opponent can have an unlimited number of troops in their city versus your maximum troop dispatch of 125k/wave is the first of these advantages. Defences/Fortifications are the second of these advantages. The range at which a battle starts in a cityfight is based on the defence/unit w/ the longest range. This will typically be a defenders defensive trap.
Traps, Abati, AT, Logs and Rockfalls can all be built into your wall slots to create a trap-infested death-field for any attackers oncomin'.


Traps

Life: [One Use]
Attack: [Autokills units]
Range: 5000
Spaces on Wall: 1
Defence: [N/A]

They set the range of a battle to 5k yards and will slowly kill off foot troops for each round they're alive. They also kill ponies and 'phracts, but at a severly reduced rate. Cleaner waves are usually sent in w/ intention to destroy as many of these as possible.


Abatis

Life: [One Use]
Attack: [Autokills units]
Range: 5000
Spaces on Wall: 2
Defence: [N/A]

They set the range of a battle to 5k yards and will slowly kill off ponies for each round they're alive. They affect no other troop. Because of this, cleaner waves of warriors are unable to get rid of abati, makin' them vital backup for defence to assure the range stays at 5k. Only ponies or 'phracts can clear these and are an expensive problem for attackers. As such, defenders typically consider Abati worth the slight extra expense and wall space over Traps; but still tend to have both.


Archer Towers

Life: 2000
Attack: 300
Range: 1300
Spaces on Wall: 3
Defence: 360

The defence mechanic. Will sit on the wall and shoot any attackin' unit from a relatively comfortable position. They also gain +4.5% range for each wall lvl, puttin' them at the highest ranged unit in the game, second only to defensive catas. Accompany this fact w/ the ability to stretch the battlefield out to 5k and you have a defence mechanic that can shoot and kill many invadin' troops before they're even in range to fight back.


Logs

Life: [One use]
Attack: 500
Range: 1300
Spaces on Wall: 4
Defence: [N/A]

They will throw themselves at enemies and kill them off faster than traps, but need to be rebuilt and take up otherwise important slots for ATs. Generally not considered worth it.


Defensive Trebutcher or else Rockfall

Life: [One Use]
Attack: 800
Range: 5000
Spaces on Wall: 5
Defence: [N/A]

They set the range of a battle to 5k yards and will throw themselves at seige mechanics and kill them off every round they're alive. They deal enough damage to be considered worth it, but needin' to be rebuilt and takin' up a lot of wall spaces makes their value a point of personal opinion and much debate.


As a standard rule, expect to see 1k traps, 1k abati and about 15k ATs in typical enemy cities. There is obviously much variation, but this tends to be the norm, considered the optimal defence strategy.
This causes numerous problem, because that many ATs requires a heavy amount of damage to take them down.
The ratio of attackin' Archers:ATs hovers around the 1:5 region. Havin' more increases your safety and reduces losses. Havin' a 1:4 ratio is possible, but risky.
Ponies follow this same ratio for Ats, but they can potentially do it w/ far fewer deaths to their own, however this is at the cost of bein' more susceptible to rainbows and riskin' outright failure. Use ponies to take out ATs only when the enemy rainbow numbers are limited.
Last edited by Darkbrady; 10-22-2009 at 10:43 AM.
Back to top Go down
 
City Defenses
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
KoDHITS :: Useful Information-
Jump to: