leoelephant
Approved user
- Joined
- Jun 9, 2015
- Messages
- 189
Shall all of you guys contribute your offensive and defensive dark secrets to the community? As there are so many declare possessing good skill and second to no one
I also believe majority are not selfish person
I humbly write a few points below for your reference. I hope I can learn many more from following up replies.
Offensive:
- B/T plane and zeppelin can be used together effectively in the battle. Plane has much better viability than zeppelin. When you notice in a place there is only one arrow tower/air defence/castle to guard a few high valuable motar/tank gun, you can send out the zeppelin first targeting the mortar/tank gun, carefully calibrate and send out the plane at a delayed time precisly to mute the anti-zeppelin tower just when zeppelin is flying close. By this coordinated attack, your zeppelin can return safely and strategic objectives are eliminated.
- It is common you will see bases in war with two separated wall blocks to hold TC and FC separately. They are purposely set apart to avoid quick win. It is still possible to five star. One tactic is to get the fast win through 50% damage in the first minute. The seperate TC and FC layout brings defence defect as defence power is also seperated. You can choose the main attacking spot to put your elite troops, but at the same time, you can largely scatter 10+ archers/infantry in a wide space to destroy buildings without good protection, even better you can put your mercenary tank to help those scattered archers. Using this method, you can still get a quick win by destroying 50% in the first minute.
- Three B/T plane plus large archers/artillery tactic. This method is most effective for Brits. Basically the key is to control your ground troops having a concentrate main attack direction (by effective rally), at the same time, deploy three planes to separately mute/disturb any major risks along their path, earn time for ground troops moving to shooting distance and clear the danger.
- Always prepare betrayal for defending HT or TC donation HT (even better), and note that do not make them betray too early. Normally your opponent will put bunker under tank gun monitoring range, once HT betray it is going to be killed. So you need patiently wait for them slowly moving out to meet your major troops then convince them to join you.
- REMEMBER your plane/zeppelin are much more time costing than any of your ground troops. Almost never risk their life to save any ground troops if you are not sure which direction they are going to fly out or it is obvious they will fly through anti air defence.
Defensive:
- Air troops are your biggest danger. Air troops always fly out from the shortest edge of the four edges. Note that the shortest does not mean the distance from the forest to target point but it means the real map edge to the target point. You can smartly use this for your own advantage. By purposely put your major city very close to the river side or alliance gate, and keep some forest not cleaned up, you can cheat the attacker to misjudge air troop flying direction, which normally means it will die. Even not for disguise purpose, put your strategic defence along one edge can allow you focus your anti-air defence to only two edges direction, instead of worrying all fore directions.
- arrow tower/air defence/castle should be placed smartly to defend your mortar/tank gun. Avoid mortar/tankgun being only protected by single anti air defense. Your enemy can simply mute it by plane or tactic and destroy your valuable towers. A suggestion is to keep every mortar/tank gun between two or three anti-air defence tower.
Brits spamming archers, french spamming tank to rally TC, or max troops plus two high level heroes are not listed above. They are working tactics but not much to talk.
I also believe majority are not selfish person
I humbly write a few points below for your reference. I hope I can learn many more from following up replies.
Offensive:
- B/T plane and zeppelin can be used together effectively in the battle. Plane has much better viability than zeppelin. When you notice in a place there is only one arrow tower/air defence/castle to guard a few high valuable motar/tank gun, you can send out the zeppelin first targeting the mortar/tank gun, carefully calibrate and send out the plane at a delayed time precisly to mute the anti-zeppelin tower just when zeppelin is flying close. By this coordinated attack, your zeppelin can return safely and strategic objectives are eliminated.
- It is common you will see bases in war with two separated wall blocks to hold TC and FC separately. They are purposely set apart to avoid quick win. It is still possible to five star. One tactic is to get the fast win through 50% damage in the first minute. The seperate TC and FC layout brings defence defect as defence power is also seperated. You can choose the main attacking spot to put your elite troops, but at the same time, you can largely scatter 10+ archers/infantry in a wide space to destroy buildings without good protection, even better you can put your mercenary tank to help those scattered archers. Using this method, you can still get a quick win by destroying 50% in the first minute.
- Three B/T plane plus large archers/artillery tactic. This method is most effective for Brits. Basically the key is to control your ground troops having a concentrate main attack direction (by effective rally), at the same time, deploy three planes to separately mute/disturb any major risks along their path, earn time for ground troops moving to shooting distance and clear the danger.
- Always prepare betrayal for defending HT or TC donation HT (even better), and note that do not make them betray too early. Normally your opponent will put bunker under tank gun monitoring range, once HT betray it is going to be killed. So you need patiently wait for them slowly moving out to meet your major troops then convince them to join you.
- REMEMBER your plane/zeppelin are much more time costing than any of your ground troops. Almost never risk their life to save any ground troops if you are not sure which direction they are going to fly out or it is obvious they will fly through anti air defence.
Defensive:
- Air troops are your biggest danger. Air troops always fly out from the shortest edge of the four edges. Note that the shortest does not mean the distance from the forest to target point but it means the real map edge to the target point. You can smartly use this for your own advantage. By purposely put your major city very close to the river side or alliance gate, and keep some forest not cleaned up, you can cheat the attacker to misjudge air troop flying direction, which normally means it will die. Even not for disguise purpose, put your strategic defence along one edge can allow you focus your anti-air defence to only two edges direction, instead of worrying all fore directions.
- arrow tower/air defence/castle should be placed smartly to defend your mortar/tank gun. Avoid mortar/tankgun being only protected by single anti air defense. Your enemy can simply mute it by plane or tactic and destroy your valuable towers. A suggestion is to keep every mortar/tank gun between two or three anti-air defence tower.
Brits spamming archers, french spamming tank to rally TC, or max troops plus two high level heroes are not listed above. They are working tactics but not much to talk.