Attacking & Defending Techniques
To be effective with your attacks and defence, you first need to have a basic understanding of the following:
Unit Base Range / Wall Defence Range / Combined Battle Range.
Please take a quick Look at the below:
Unit Base Range / Wall Defence Range / Combined Battle Range.
Please take a quick Look at the below:
Understanding
Battlefield Range's
The Battlefiled will always begin at the Longest Base Range + 200.
For Instance Archers will be 1400, Ballista will be 1600 and Catapults base range is 1700.
I very rarely find a defending city that doesnt have all Wall defences up, For Example - Traps / Abatis / Defensive Trebuchets (All these have a range of 5000; This will start the battefield at 5200 Range).......This is what you should always set up your attacks on, (Unless all of these 3 Wall units are gone)
Troop Manoeuvre's
Your Battle will play out in Rounds, with each players Single unit's moving 1 at a time......Based on Speed of each Unit and then the Wall Defence Unit:
Attacking Player Moves : Defending Player Moves : Wall Defence Act
Now remember the fastest Unit move first -
For Example, if you have Cavalry in your attack, then this Unit Type will move first (Scouts Always move last)!
However if the defending player has the same layers of troops you have, then the round will be a tie and the defender will move first (This is pretty much always the case when attacking an experienced player with full layering).
Now an important thing to remember is that Cavalry have a speed of (1500 With Level 10 HBR) so when you move to attack with Cavalry, they will close the Battlefield range to 3700.
This is important when trying to activate Trade Fire.
Every Attacking Unit will move apart from 1 instance "Archer Range Fire"
If your attacking Archers are within range of any of the defending units, your Archers will Stand still and Fire on the highest Priority Unit......They Do not move but only when in "Archer Range Fire"
Remember Each attacking unit type can only attack one defending unit type per round based on what is in range and what Priority they are.
Battlefield Range's
The Battlefiled will always begin at the Longest Base Range + 200.
For Instance Archers will be 1400, Ballista will be 1600 and Catapults base range is 1700.
I very rarely find a defending city that doesnt have all Wall defences up, For Example - Traps / Abatis / Defensive Trebuchets (All these have a range of 5000; This will start the battefield at 5200 Range).......This is what you should always set up your attacks on, (Unless all of these 3 Wall units are gone)
Troop Manoeuvre's
Your Battle will play out in Rounds, with each players Single unit's moving 1 at a time......Based on Speed of each Unit and then the Wall Defence Unit:
Attacking Player Moves : Defending Player Moves : Wall Defence Act
Now remember the fastest Unit move first -
For Example, if you have Cavalry in your attack, then this Unit Type will move first (Scouts Always move last)!
However if the defending player has the same layers of troops you have, then the round will be a tie and the defender will move first (This is pretty much always the case when attacking an experienced player with full layering).
Now an important thing to remember is that Cavalry have a speed of (1500 With Level 10 HBR) so when you move to attack with Cavalry, they will close the Battlefield range to 3700.
This is important when trying to activate Trade Fire.
Every Attacking Unit will move apart from 1 instance "Archer Range Fire"
If your attacking Archers are within range of any of the defending units, your Archers will Stand still and Fire on the highest Priority Unit......They Do not move but only when in "Archer Range Fire"
Remember Each attacking unit type can only attack one defending unit type per round based on what is in range and what Priority they are.
I go into the following Attack Techniques further:
Click on the Technique that interest's you
Click on the Technique that interest's you
Warrior Bombing
Cav Smack