Wednesday, December 5, 2012

Wall Defense

One of the most important aspects of defending your city is having the right wall defenses. Your wall defenses will determine what type of defense you will use. There are two types of wall defenses that you can use: a ranged defense and a compact defense. Both have their advantages and disadvantages. There is no true perfect defense but there are some very good set ups that are very difficult to break. I am not going to share those types of defenses however this post contains about 50% of all the information you need to know on defending in evony; these are the most basic and the most important concepts that you need to know for defending and it teaches you in which way changing the set up on your wall changes the entire battle.

Ranged Defense
A ranged defense gains it's range from having either abatis, traps, or defensive trebuchets on the wall. They will always start the battle at 5,200 paces. The down side to this type of defense is that your layers move toward the enemy units fairly fast and get wiped out pretty quickly. In a ranged defense, you would have to continuously have to build abatis or traps while you are getting hit in order to keep the range. A ranged defense can be made up of archers, ballista, and/or pults. Ranged units such as archers, ballista, pults are much stronger in this defense.

An example of an archer based ranged defense:


1k warrior

1k pikemen
1k swordmen
300k archers
5k cav
5k cataphract

2k trap

2k abatis
15,000 archer's towers

Compact Defense
The compact defense relies on your archer towers to set the range of the battlefield. The disadvantage is that your archer towers will usually get hit first by the opposing ranged units, but because the battle field is a lot smaller nearly all your units will attack at once. It will be very hard to defeat you if you keep great amounts of layers. If you lose your layers, a phract smack will decimate all your archers. In a compact defense, your layers become more effective. A compact defense does seem like the better option if you have a lot of archers. You need to have a high layer to ranged ratio in your city. For example, using swordmen as a layer and archers as the ranged unit, the safe ratio would be about 3:1 (swordmen:archers).


An example of a swordmen/archer based compact defense :
600k swordmen
200k archers

18,333 Archer Towers

Spamming Walls

The main purpose of spamming walls is to take out walls and allow you to phract smack or ram smack the enemy. Traps/abatis/trebuchets' maximum range is 5,200, even if there is only one on trap/abatis/treb on the walls, the range will be 5,200 (see walls) so it is important to keep sending waves non stop if you are sending an expensive wave like the phract smack or ram smack. To clear out your enemy's wall, follow these two simple steps:

1. Spamming Traps, Abatis, Defensive Trebuchets
500 cav, 500 scout is a typical way to spam these down to allow you to phract smack or ram smack

2. Spamming Archers Towers
Once the enemy has no traps, abatis, or defensive trebuchets, sending naked archer (archers by themselves) will achieve tradefire with the opposing archer towers. If the enemy has above 10,000 on his/her wall you, will have to send a few 50,000 archer waves at him/her. As the enemy's tower count goes down you can send progressively less archers in each wave. And when he/she only has a few left, send waves as little as 1,000 archers.

Scout Bomb

Use:
-When the enemy's total highest attack value troop is archer, ballista, or pult

If used that way, it kills a good deal of enemy ranged defense.

Example:
100k scouts

Details:
Scouts travel so fast they reach the enemy troops in one round before the enemy has the chance to attack them whether your enemy is in ranged defense or not. They target the units with the highest attack value, and their real use is taking out ranged units. However they can be easily defended against. While large scout bombs will decimate ranged, if they hit other units like layers they will cause very minor damage.

If your enemy has a lot of layers and ranged troops but mostly ranged troops, you can set up a plan that looks like this:
1) scout down the archers
2) spam down the walls
3) ram smack to finish it all

Ram Smack

Use:
- When the enemy has no walls. Check out how to clear walls.
- None to few ranged units (archers, ballistae, catapults)
- Most effective against enemy layers and layers only (everything but ranged units)


Layering: 
Because your rams will be like a massive wall, itself inflicting massive damage on the enemy, you can include a few strong ranged units within the wave. The catapults and ballistae will fire freely on the enemy from behind as the rams will act as their shield.


Example:
1,000 worker
1,000 warrior
103,000 battering rams
10,000 ballista
10,000 catapults (recommended but unnecessary)


Details:

Up against an enemy with no walls and a few million layers left in his city then the ram smack is the wave to use. Whereas the phract smack works when the enemy has no walls or layers but plenty of ranged units, the ram smack works when the enemy has no walls or ranged units but plenty of infantry. Ram smacks are deadly but expensive. They can kill millions of enemy troops if you have a good hero leading the attack but use them wisely!

Some battle reports:


My Ram smack vs 300k archers, archer towers, layers (9.1m experience):

My Ballista/Ram smack (11.1m experience):

Annan’s ram smack vs warriors, scouts, ballista (12m experience)

Michael’s ram smack (20.8m experience):
http://ww.evonyurl.com/aq6k2u

Like this guide? Check out more information you need to dominate attack:

Phract Smack
Ballista Rainbow
How to capture level 12 Historic City

Information to master defense:
Wall defense

Check out the home page with all the guides!

Phract Smack

Use:
-when the enemy has absolutely NO traps, abatis, trebs
-when the enemy has none to very few layers
-to decimate ranged units (archers, ballista, pults)

Layering Mechanics:

What makes a phract smack so deadly is how you layer it. If you include a very small number of range units (archers, ballista, catapults), the enemy ranged units will shoot those down first meaning your phracts will escape fire for a few rounds before reaching the enemy archers andusing their massive attack and life to decimate them.

Example:

1,000 scouts
123,667 Cataphracts
111 Archers
111 Ballista
111 Catapults


Or you can just use an ordinary phract smack if you need to attack quickly.

'Ordinary' Phract Smacks
Arch/phract vs archers (3.7m exp):

Lucas’ phract vs ats, archers, ballista (6.3m exp):

Phract vs archers (4.1m exp):

Phract vs scouts, rams, and ranged units (11.3m exp):

Phract vs archers (Splat and 2m exp):

Phract vs archers, rams, ballista (Splat and 3.9m exp):

Phract smack vs scout, archer, pult (10m exp):

Phract vs lots of mechs (-36m honor):


Jaq Attacks (Layered Phracts)

Jaq (5.8m exp)


Jaq vs archers and ats (7.7m exp):

Jaq mix vs archers and ats (8.2m exp):

Catapult Wave

Because catapults move so slowly on the battlefield, including a large number of layers will actually be of no use. What you need to include in these waves is units that are very slow and will move just ahead of your catapults. Battering rams can act as a shield while your pults get off a few extra rounds of firing on the enemy.

-Excellent for killing enemy troops

-Works best when the enemy has at least one trap/abatis/treb
2,000 Workers
2,000 Warriors
26,000 Ballista
20,000 Battering Rams
50,000 Catapults

Ballista Rainbow

Used:
-When the enemy is in a ranged defense (what is ranged defense)
-Great for clearing out enemy troops except catapults and ballista
-Can be used to tradefire with enemy archers

Example:

1k worker
1k warrior
1k pike
1k sword
1k arch
1k cavalry
1k cataphract
1k ram
92k ballista (more if leadership and rally spot permits)

You lucky people! You do not need months of experience and collecting reports to experience many ballista attacks:


Ballista/Ram tradefire killed swordsmen and archers (1.1m exp):
http://ww.evonyurl.com/ifl8u4

Ballista tradefire killed archers, warriors, workers (1.7m exp):
Ballista/Ram tradefire killed swordsmen and archers (1.8m exp):


Ballista tradefire killed swordsmen and archers (1.9m exp):

Ballista killed warriors and archers (2.5m exp):
Ballista vs layers (2.7m exp):
Ballista tradefire (2.4m exp):
Ballista vs warriors (2.2m exp):
Ballista vs warriors (3.1m exp):
Ballista smack (5.2m exp):
Ballista smack (5.3m exp):
Ballista smack (6.7m exp):
Ballista smack (10.4m exp):
Ballista/Ram smack (11.1m exp):
Ballista smack (15.5m exp):
Grizzly’s ballista vs arch and scouts (22m exp):
http://ww.evonyurl.com/ptbe23

Heavy Archer Rainbow

This attack is used to clear out enemy layers.

How you configure this attack will depend on what your enemy has in their city. If the enemy has cavalries you can include more pikemen. The idea is really to have an amount of troops in each layer that will not be killed in one round therefore giving your archers more time to advance and get in range of the enemy archers. You must ensure that every layer has enough troops so that the layer will not be completely killed by the enemies wall defenses also.

Example:
3,000 warriors
3,000 pikemen
3,000 swordsmen
1,000 cavalry
1,000 cataphracts
88,000 Archers (more if you have the required leadership)
1,000 rams

Typical Archer Rainbow

The basic idea behind the archer rainbow is simple. Each layer gives your archers an extra round of firing before they get hit by the enemy. Because you have only a small amount of units in each layer, they will probably be killed in one round each. The problem with this setup is if the enemy has Archer towers, archers, ballista and catapults, they will fire and kill 3 layers at the one time meaning in just a couple of rounds your rainbow will be killed long before your archers get into firing range. 

-This is one of the most common attacks in evony used to clear out enemy layers.

1,000 Workers
1,000 Warriors
1,000 Scouts
1,000 Pikemen
1,000 Swordsmen
500 Cavalry
94000 Archers (more if you have the required leadership)

Archer/Cav Wave

Purpose: To tradefire with enemy archers/ballista/pults

This wave is effective when the enemy:
-has NO warriors,pikemen, swordmen, cavalry, cataphracts
-or NO abatis, traps, trebutchets (see wall defense)

Example:
99,500 archers
500 cavalry

Tradefire

Definition: To be able to kill the opponent’s ranged units with your own

Defending archers in a city have a range of 2400 because of the wall bonus while attacking archers only have a range of 1800 meaning the defending archers can get fire onto your marching troops before they have a chance to fire back.

Archer's speed is 500 with full tech meaning if both the defending and opposing archers move then a gap of 1000 has been closed on the battlefield. However if only one set of archers move then the defending archers will get free rounds of firing on your troops, while you archers will keep firing on the opposing layers. This means if the enemy has a larger amount of layers in their city than archers, you will not get any fire on the opposing archers.

Overly Simplified Defense Rules

    When being attacked by archer rainbows:
    -Remove pikes, swords, cavs, warriors.

    When being attacked by horses:
    -Stuff everything in the city

    When being attacked by a ballista/pult/ram wave:
    Have at least one trap, and ballista/pults. All you need is at least more than three times less than the enemy wave. For example, if the enemy is sending 100k ballista rainbow, all you need is about 40k ballista to win with NO losses so long as you have at least one trap/abatist/treb

    To Cap a level 8 NPC: Warriors Only

    Some people like to use archer rainbows for level 8 NPCs, but I prefer warriors. A good friend of mine, who is a pro at this game, in game name Pirate, said something like: “I would rather lose 30k warriors than 1k archers.” This is because warriors are cheap in terms of resources and can be cooked really fast. Most of your losses will be as a result of the 5600 traps in the NPC. Once you knock those down, you only need to send small warrior waves - but make sure you do this fairly frequently, so that the NPC doesn't recover its traps too quickly.

    What you need (at least):
    • Level 9 feasting hall
    • Level 9 rally spot
    • Your best attack hero (the higher the level/attack, the better)
    • 8/9 other heroes (any level/attack)
    • Around 200k warriors (less is possible, but it is dangerous)

    1st wave: Use war ensign 90k+ warriors with your best hero (expect about 10k-50k warrior losses)
    Leave some time in between (perhaps about 15 seconds)
    2nd wave 20k warriors
    3rd wave 20k warriors
    4th wave 10k warriors
    5th wave 10k warriors
    6th wave 10k warriors
    7th wave 10k warriors
    8th wave 10k warriors

    As soon as they return send them out again.

    9th wave 40k warriors
    10th wave 20k warriors
    12th wave 20k warriors
    13th wave 10k warriors (and so on...)

    After sending them out 2 more rounds, the NPC should be yours.

    Total losses: Around 20k-40k warriors (after healing, depending on your heroes and honor)

    Note: If you are impatient like me and if you want the NPC faster, you can send cavalry. However, expect to lose some cavalries because the NPC's abatis will hurt them.

    Tuesday, December 4, 2012

    Building Cities

    Start of an account:
    • Mainly sawmills and ironmines in the fields
    • 15 barracks, 6 cottages
    War City Setup:
    Good set up for a city meant to keep all the troops and attack. This city needs sawmills and ironmines in order to be able to build wall defenses and small layers when under attack.
    • 20 barracks, 4 cottages
    • Workshop, academy, feasting hall, rally spot, relief station, beacon tower, marketplace, inn
    • 20 sawmills, 10 farms, 10 iron-mines
    Historic City Setup:
    Good set up for any level 12-14 historical city (I am not disclosing any information to aid for caps and atlantis). This city needs sawmills and iron-mines in order to be able to build wall defenses and small layers when under attack.
    • Workshop, academy, feasting hall, rally spot, relief station, beacon tower, marketplace, inn, embassy
    • 2 warehouses
    • rest barracks, 7 cottages
    • 20 sawmills, 10 farms, 10 iron-mines (lvl 12 or 14 is possible!!)

    Training City Setup
    Cities with this configuration are great for sending troops and sending them to your HC/WC. If you regularly send the troops away, your food production will always be positive.
    • 22 barracks, 4 cottages
    • Workshop, academy, feasting hall, rally spot, relief station, marketplace
    • 40 farms
    Warrior Drafting City Setup
    Best configuration for an alt drafting city training warriors. If you draft the city daily, then your food production will always be positive.
    • 22 barracks, 5 cottages
    • Workshop, academy, feasting hall, rally spot, marketplace
    • 40 farms
    Scouts-Archers Drafting City Setup
    Best configuration for an alt drafting city training scouts, pikemen, swordsmen, archers, and/or scouts. If you draft the city daily, then your food production will always be positive.
    • 23 barracks, 4 cottages
    • Workshop, academy, feasting hall, rally spot, marketplace
    • 40 farms
    Cav-Ram Drafting City Setup
    Best configuration for an alt drafting city training cavalry, cataphracts, ballista, and/or battering rams. If you draft the city daily, then your food production will always be positive.
    • 24 barracks, 3 cottages
    • Workshop, academy, feasting hall, rally spot, marketplace
    • 40 farms
    Pult Drafting City Setup
    Best configuration for an alt drafting city training catapults. If you draft the city daily, then your food production will always be positive.
    • 25 barracks, 2 cottages
    • Workshop, academy, feasting hall, rally spot, marketplace
    • 40 farms

    How To Capture a Level 10 NPC Early in the Game

    What you need:
    • Level 9 feasting hall
    • Level 10 rally spot
    • One hero with 80+ leadership and 250+ attack
    • 8+ other heroes
    • 2k workers, 4k scouts, 150k archers, 150k warriors
    • One war ensign
    • War horn, Penicillin (for lower losses)
    • If hero has less than 300 attack, use War Ensign
    Repeatedly scout the lvl 10 NPC until you find a hero in it below lvl 10, as that will reduce your losses. Once you do, send:

    1st wave: Best attack hero with 2k workers, 2k warriors, 4k scouts, rest archers (expect workers, warriors, and 2k-5k archer losses) - NOTE: This combination ensures least losses (even workers are significant here)

    2nd wave: 20k warriors, 10k archers (the workers will slow down the first wave, so make sure it hits AFTER first wave)

    3rd wave: 20k warriors, 10k archers

    4th wave: 20k warriors, 10k archers

    5th wave: 20k warriors

    6th wave: 20k warriors

    7th wave: 20k warriors

     8th wave: 20k warriors

    As soon as a hero with its wave returns, send it back:

    9th wave: 30k warriors, 15k archers

    10th wave: 10k warriors, 10k archers

    11th wave: 10k warriors, 10k archers

    …and so on until it’s yours

    Total losses: 5k-15k archers, 20k-40k warriors (after healing)

    Worth it? Yes. It gets all your research done and you can produce over a million food an hour if you have level 10 lakes. You can store a good amount of troops in there without worrying to farm for them. On top of that you may get your queen if this is part of the quest. It is also a great way to build a city in a more desirable location.

    Farming NPCs

    This page gives you the best methods to farm all NPCs. By best, I mean a cheap method that results in low losses and still gets all the resources.

    Attacking lvl 1 NPC:
    Farming Method:            30 Ballista, 30 Transporters
    Alternative Method:        1,200+ warriors

    Farming lvl 2 NPC:
    Farming Method:            50 ballista, 50 transporters
    Alternative Method:        3,000+ warriors

    Farming lvl 3 NPC:
    Farming Method:            100 ballista, 100 transporters
    Alternative Method:        15,000+ warriors

    Farming lvl 4 NPC:
    Farming Method:            250 ballista, 250 transporters
    Alternative Method:        35,000+ warriors

    Farming lvl 5 NPC:
    NOTE: Make sure your horseback riding/archery combo is correct to farm this otherwise you will experience losses. To find out the combinations, take a look at this link: hbr/archery combo
    Farming Method:            400 ballista, 400 transporters
    Alternative Method:        41,000+ warriors

    Farming lvl 6 NPC:
    Best Method:                  56,000+ warriors
    Alternative Method:        Do not send ballistae against NPCs lvl 6 and higher.

    Farming lvl 7 NPC:
    Best Method:                  70,000+ warriors
    Alternative Method:          Archer Rainbow

    Farming lvl 8 NPC:
    Best Method:                  85,000+ warriors
    Alternative Method:        Archer Rainbow

    Want to capture it? Click this link: How to capture a Level 8 NPC

    Farming lvl 9 NPC:
    Best Method:                  98,000+ warriors
    Alternative Method:        Archer Rainbow

    Farming lvl 10 NPC
    This combination has just enough workers, warriors and scouts to hit the traps in the NPC’s walls to save the archers. Your losses on level 10 NPCs depend on your star set, and you must have over about 70 leadership and 280 attack to ensure you don’t experience massive losses.

    Best Method:                   2k Workers, 2k Warriors, 4k Scouts, 90k Archers, 2k Transporters

    Want to capture it? Click this link: How to capture a Level 10 NPC

    How to Cap a Level 12 Historic City

    In evony, there are four different historic cities and the level 12 is the lowest of them all. This guide explains how to capture one.

    A historic city is a unique city that is spread out throughout the map and it is a NPC (non player city). They have many more troops than a lvl 9 or 10 NPC and their rapid regeneration makes it challenging to capture if you do not know what you are doing. They are not for farming as they have just as many resources in them as a level 10 NPC.

    Why should I bother taking this city?
    1. Drafting Troops
    If you own said city, you can draft 5% of the highest number of troops from any city within this city's radius (a level 12's radius is 9 miles). You can even draft NPCs. You get 4 policies a day if your title is Furstin or Prinzessin which means that, at most, you can draft four times a day. Unfortunately you can not draft the same player's city multiple times a day but you can draft a NPC several times a day. Therefore, if you have a full NPC level 10 (400k warriors) within 9 miles of you, you can draft a little less than 80k warriors a day from it! If you have a player with 1 million archers nearby, you will get 50k from it from one draft and you still have 3 more drafts to draft a NPC or another player.

    2. Stealing Food/Gold
    Just like drafting troops, you can even take 10% food OR gold from a city within your range, may it be a NPC. It can be useful to take food from a NPC level 10 (even if you only get a few million food) or a player that is stacked up just to send out your farmers again and begin the farming cycle. However, keep in mind that taking food uses up a policy and you only get 4 of those a day.

    The other policies are not very useful but if you are curious, take a look at this old guide.
    NOTE: If you ever draft MY troops or MY food, consider your Historic City taken or NPCd.

    3. Bigger waves
    In a level 12 HC, your rally spot capacity increases by 25%. So with a rally spot level 10 (maximum), you can send 125k troops in one wave without a war ensign. If you do use a war ensign, you can send a wave with 156k troops. Of course, to make the most of such a big wave, you need a hero with decent leadership. Nevertheless, a wave just 25% bigger can hurt an opponent perhaps 50% more. It helps.

    4. More Resource Production
    In a level 12 HC, you can upgrade any building in your resource field to lvl 12, increasing your production. However, it costs a michelangelo script per upgrade after level 9, so to get a building in your resource field to level 12, you need 3 michelangelo scripts. But those are found very often in level 10 NPCs and sometimes level 5 NPCs so if you are a good farmer, acquiring these should not be a problem. Just imagine having 40 lvl 12 farms with 10 lvl 10 lakes! That is a few million food production per hour.

    5. This Land is MINE
    Because you have all this power, you pretty much own the land around you. If the land is of importance to an enemy alliance or if you annoy someone by drafting their troops/food, you may be asking for war against your Historic City from your enemy alliance. If you love war, good. If you don't, well, too bad. Either way, rack your Historic City up with good defense (learn more about the art of defense). If you have a strong defense then allowing the enemy to waste all their troops is an excellent way to hurt them. Make sure you keep spamming them to keep their healing rate down though. All in all, it adds a sense of dominance in evony. In most cases, an alliance with a lot of Historic Cities is a dominant (if not necessarily strong) alliance.

    Basic Info:
    Location: Found every 9 miles
    Draft Range: 9 mile radius
    Draft Amount: 4 if Furstin or higher

    Regeneration Rate
    Troop   Per SecondPer MinutePer 6 Minutes
    Warrior   31118,666112,000
    Pikemen/ Swordmen   452,71116,266
    Archer   127134,280
    Cavalry/ Cataphracts   301,80710,844
    Rams/ Ballista/ Pult   42441,464
    Historic cities of lvl 12 change troop combo daily.
    The combo you want to look for is Pikemen/Cavalry/Ram
    Any other and you will lose much more

    Troops in a 12:
    Warrior
    Pikemen / Swordsman
    Archer
    Cavalry / Cataphracts
    Rams / Ballista / Catapult
             1,120,000
             162,666
             42807
             108444
             14640

    Walls:
    Traps
    Abatis
    Archer Towers
    Rolling Logs
    Defensive Trebuchet
    22,000
    11,000
    6,666
    6,000
    5,000
    How to cap pike/cav/ram combo lvl 12 HC with MAX TECHS

    300-350 Attack Heroes
    • 1 million archers, 500k warriors, 125k pikemen
    • 15 lvl 100 heroes (with uprise buff)
    • 9 set
    • No more than 20 second space between each wave
    • all waves must have AT LEAST 1 second of space
    Wave 1-5: 76k warrior, 24k pikemen (all cavalry dead)
    Wave 6-7: 96k archer, 2k pikemen, 2k swordmen (pikemen and archers dead)
    Wave 8-15: 1k workers, 1k warriors, 1k scouts, 1k swordsmen, 95k archers, 500 cataphracts, 500 cavalry (broken and cleaned)
    Wave 16- : 20k archers, 20k warriors

    400 Attack Heroes
    • 1 million archers, 500k warriors, 100k pikemen
    • 14 lvl 100 heroes (with uprise buff)
    • 9 set
    • No more than 20 second space between each wave
    • all waves must have AT LEAST 1 second of space
    Wave 1-4: 76k warrior, 24k pikemen (all cavalry dead)
    Wave 5-6: 96k archer, 2k pikemen, 2k swordmen (pikemen and archers dead)
    Wave 7-14: 1k workers, 1k warriors, 1k scouts, 1k swordsmen, 95k archers, 500 cataphracts, 500 cavalry (broken and cleaned)
    Wave 15- : 20k archers, 20k warriors

    500+ Attack Hero
    • 9 set (12 set recommended)
    • uprise buff
    • 125k ballista, 500k archers, 500k warriors
    • no more than 20 second space between each wave
    • all waves must have AT LEAST 1 second of space
    Wave 1: 1k worker, 1k warrior, 1k swordsman, 1k pikeman, 1k archer, 1k cav, 1k cataphract, 1k ram, 117k ballista (broken)
    Wave 2-4: 1k workers, 1k warriors, 1k scouts, 1k swordsmen, 95k archers, 500 cavalry (cleaned)
    Wave 5- : 20k archers, 20k warriors

    EDIT August 31, 2014: Thanks to Euan McNicholas, I realized that you may not need to layer your ballista; 125k plain ballista should do the trick with the same results (if not slightly better). Please comment your battle reports if you try either or both and I may add them to the list of battle reports of ballista waves.

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