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How to fight

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How to fight Empty How to fight

Post by Admin Sun Aug 11, 2013 5:44 pm

2.1 and 2.2 – Attacking
What a fighter does is essentially this. Want to smack some H17 asses? Here you’ll learn how. First things first, being a fighter is costly, so you should be sure to make much gold if you want to fight. You have to make many catapults and captains. A balanced army of 200a/100p/100s/100c costs about 25000 gold. Consider that you may not have all those weapons every day, so you have to get them sent to you or buy them. Even if you attack with a parish and make the troops with the parish gold, you can’t make catapults in the parish, otherwise your parish gold would be drained in few attacks. That means you have to spend 20000 of your own gold in catapults. But if you want to attack active players, you’ll probably need more than one timed attack beside the captain. That means that you get to spend hundreds of thousands of gold in no time. Trading may help.
2.1 – Researches
Again, the researches you need to attack, in order of importance:
• Theology lvl 10, so as to be able to research Eucharist.
• Ordination at least lvl 1, so as to be able to make at least one monk.
• Eucharist lvl 1, so as to be able to interdict yourself. Very useful in warzones and when being attacked.
• Command lvl 10, because having 500 troops is nice.
• Forced march lvl 8, for the breakers you send from your villages.
• Leadership from lvl 3 on, so as to have villages both in the north and in the south.
• Captains lvl 2, so as to be able to research Logistics.
• Logistics lvl 8, so as to have fast captains.
• Catapult lvl 10, because catapults are fundamental in breakers.
• Pike lvl 10 and Sword lvl 10, because if they die your catapults are wasted.
• Long bow lvl 10, for your archer waves and for supporting your melee.
• Pillaging lvl 10 and Ransacking lvl 8, in order to pillage weapons from the enemy (or resources if you don’t want them to repair their castles) and to ransack their villages to nothing.
• Scouts lvl 8, so you can actually see the castle you are attacking.
• Horsemanship lvl 10, so as to get faster scouts.
• Conscription lvl 10, only for peasant waves (see 2.5).
• Optional: Tactics lvl 4. Personally, I have never used any tactic other than delay, but who knows?
And of course, remember to have a good Armoury Capacity research to hold your weapons, and good weapon making researches to make them!
2.2 – Breaking
Before razing a village, you obviously have to break the castle so that the captain can get in. You can launch breakers for that. You can use a parish army as a breaker, if you have a parish. As I mentioned above, don’t buy catapults with your parish gold. 100 catapults would cost a good 60000 gold, which is definitely way more than you can make in a day. Instead, make catapults in your village and send them to the parish. How to? Make sure the parish army isn’t full, then select the village you have trained your catapults in, click on the parish, and on the green troop symbol (Send troops). Move the slider until you reach the desired number of catapults. This way, the catapults will go to the parish and they will become part of the parish army. You can also attack directly from a village.
When attacking, REMEMBER to aim ALL of your catapults. To do so, select them and right click where you want them to shoot. Aim the ones in the front to the keep, and aim the ones in the back the furthest they can shoot. It is very important to aim the catapults.
Next, you should know where to place your troops. Do you have a scout report of the castle? If not, any side is good. Check if there is a tunnel by selecting a 5x5 square of archers and moving them around. If one becomes blue, there the tunnel is. If you have a scout report, attack from the weakest side.
Whichever side you are attacking from, you should not place the catapults right behind the white line, lest they get destroyed straight away. Leave some space to place your melee (pikes and swords). After placing your melee, you should think where you should place your archers. This depends on some factors. Where are the enemy archers? Where is the tunnel? You should always place at least a 5x5 square of archers around the tunnel, especially if it’s behind your catapults. Then, you should place at least 50 archers near the enemy’s ones, so as to keep them busy while your catapults and melee are breaking into the castle. Also, pay attention to the sally forth. The sally forth will go for your catapults first, then for your archers, then for your melee. The sally forth will come out of the enemy’s keep, so you will know what path they will follow, and your archers, if well placed, will prevent the knights from harming the catapults.
Remember that, if you are targeting an active player, all your breakers should be timed with the captain. In order to time attacks, you should write all the times down before sending the attacks, check the order in which the attacks will have to be sent, then set a timer. Remember that the captain will have to be the last to hit. Don’t be afraid to use as many one-time x2 and x3 cards for single attacks and as many 3 hours x2 and x4 cards for many attacks as you can.
2.3, 2.4 and 2.5 – Attacking
2.3 – Captains
A captain army is the one that will raze or capture the village you’re targeting, thus it is vital that the captain stays alive throughout the attack. Thus, the captain will have to be protected, and he will not take part in the attack. A captain army may or may not feature catapults. If you place catapults, remember that your captain should be more in the back than the catapults, surrounded by a 5x5 square of archers. All the other melee and archers will be in the front. It is important for the captain to be set on delay for 200 seconds. To do so, just place the captain, click on him and set the slider to 200 seconds. The archers around him will be delayed as well. Like this, the captain will maintain his position while your troops on the front get to the keep. The captain does not need to reach the keep, but he needs to be alive. As for archer placing, everything I said in the previous paragraph stands.
2.4 – Archer waves
These are not as important as breakers and captain armies, but they still hold some importance. They are useful if the castle you’re targeting has many archers on its towers or many pikes in the keep. If you have a parish which cannot hold 450-500 troops, thus cannot be used as a breaker army, it may be useful to use it as an archer wave. When timing attacks, when should an archer wave be timed? It depends. Are you going to kill the archers on the towers so that fewer catapults are destroyed? Then the archer wave(s) are to be timed before the breakers. Are you going to make sure the captain army doesn’t find pikes in the keep when it lands? Then time an archer wave between the breakers and the captain. Remember that the archers will also target the archers on the towers if they are closer than the pikemen, so more than one archer wave may be useful in this case.
2.5 – Peasant waves
Even less important than archer waves are peasant waves. These only have one use: to get rid of oil pots. If a castle has many oil pots on its outer towers, you can use a small parish army (parishes which can hold less than approx 450 troops, as for archer waves) to get rid of that oil. Like this, your next army doesn’t get hurt by it. It is advised to use a parish instead of a village for archer waves, because it’s almost a useless attack, and a parish with a small army can’t be used as a breaker anyway.

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How to fight Empty Re: How to fight

Post by AdmiralKuzan Wed Aug 14, 2013 5:04 am

this is confusing! bounce 

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How to fight Empty Re: How to fight

Post by LongWei Wed Aug 14, 2013 1:27 pm

why? you can ask me stuff Smile

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How to fight Empty Re: How to fight

Post by AdmiralKuzan Tue Aug 20, 2013 8:46 pm

sorry i just about 3 weak play this game. still learning! Laughing 

i think i bit understand now.

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