Wars 2.0

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DeletedUser29371

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So to make ongoing wars doscissuion

united coalition continues their now irrelevant attacks loosing CS like total newbies, they sent multiple CS WITHOUT even revolt phase....

example... 1 of many.... Sorry didnt fix image perfectly... silly new office :D

Ps; how do you remove attached images .... i want left one removed barely visible.
 

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DeletedUser

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10 light ships to escort a CS. That's more than usual from United MRAs. You should give 'em a pat on the back!
 

DeletedUser30767

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I can see many tactical errors made in this attack ... and LS is one of them ,.... however ... there are many more mistakes .,..
 

DeletedUser

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Other mistakes:

1. Used a trireme, probably the most useless unit in the game.
2. Not nearly enough troop escort.
3. Wasted mythical units. Mythical units are expensive, but worth it in cities that are low on farm space (if you really want to maximize potency).
4. Sent regular transports. They're faster than a CS, but give you less carrying capacity per farm space than a fast transport with bunks researched.

In other words, doomed from first launch.

:pro:

Personal note - I'm not one to mix sharp with blunt attack, but that's just my style. To each their own.
 
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DeletedUser

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One more city down for The Unknowns. Alcarin, remind me of the score now? LOL
 

DeletedUser30767

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Orestos, even you missed a tactical mistake of theirs ... I will point it out now .... this is for all attacks ...

Never send a mixed attack ie sharp + ranged or any other combo ... Always send a nuke to attack !!!
 

DeletedUser29371

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Orestos, even you missed a tactical mistake of theirs ... I will point it out now .... this is for all attacks ...

Never send a mixed attack ie sharp + ranged or any other combo ... Always send a nuke to attack !!!

No NEVER send PURE nuke to attack especially if its hops... always gonna keep a few slingers in any nuke to kill off militia




On Wars note Alcarin89 just lost CS cos i overslept launch of my attacks and he called for enough help....

The score is emmm not sure 6:50 overall ;) and i feel i missed alot for our side....
 

DeletedUser

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No NEVER send PURE nuke to attack especially if its hops... always gonna keep a few slingers in any nuke to kill off militia




On Wars note Alcarin89 just lost CS cos i overslept launch of my attacks and he called for enough help....

The score is emmm not sure 6:50 overall ;) and i feel i missed alot for our side....

Ah, so thats what that report of you attacking my support was? Ouch ;)

Lol we're winning , not sure why you think you are
 

DeletedUser29371

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Ah, so thats what that report of you attacking my support was? Ouch ;)

Lol we're winning , not sure why you think you are

Good ... you know well i would've broke through and only 1 attack landed (apart from revolt attack + 1 clearing wawe for wall) and those 200 biremes would NOT stop me however I will find a different target now....

but you just prooved olympian roughnecks are MRA spin off... working with MRA makes you a MRA ;) just with different name on it an numbers to hide :)
 
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DeletedUser30767

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No NEVER send PURE nuke to attack especially if its hops... always gonna keep a few slingers in any nuke to kill off militia

I think its implied that you make sure you never face miltia ... Thats what i used to do ... I used to found out when a player is inactive and send him an attack at that time ....
 

DeletedUser

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Orestos, even you missed a tactical mistake of theirs ... I will point it out now .... this is for all attacks ...

Never send a mixed attack ie sharp + ranged or any other combo ... Always send a nuke to attack !!!

Why should you never mix an attack?
 

DeletedUser30767

Guest
Because you will lose more of your troops ... test it in simulator . ...

This is because when sending a nuke... all you have to do is overcome one particular type of defense ...
Click Me
 

DeletedUser29371

Guest
I think its implied that you make sure you never face miltia ... Thats what i used to do ... I used to found out when a player is inactive and send him an attack at that time ....

That works, until, like Paragon now, most of your cities must launch attacks from 12h or higher time distance. Your idea works until attacks go below 7-8h after that its nearly impossible to catch player off guard and NOT face militia... especially WITH CS that takes 12h+ easily.
 

DeletedUser29371

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Why should you never mix an attack?

Ofc you should... in rare cases.... if you do alot of simulator work you can get favorable KD ratios with mixed troops... but while it generally can pay off its questionable if so much ''work'' or testing is useful to spare 20 slingers or 5 horsemen or 17 hoplites if you get what i mean.

Ye you might loose 750 slingers attacking some city and if you would take time and do simulator you might get to 700 slingers lost and 37 hoplites lost.... Questions is if all this is worth AND support inbound which might surprise your attack build and completely knock it out all your simulator work.

Generally using huge nuke is favorable over a mix build ... i rather see a person hitting with 1600 slingers and 50 LS than 700 slingers 600 hoplites and 100 horsemen.... because unless the guy has superb range defense you will probably kill way more with the nuke than with mix.... but mixes do have advantages, its just hard for regular player to utilise and its rather ''risky'' for even those spending alot of time to utilise it perfectly.
 

DeletedUser

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Thanks helliswell and Alcarin89. That explains a lot and will be helpful for me with future attacks.
 

DeletedUser

Guest
Other mistakes:

1. Used a trireme, probably the most useless unit in the game.
2. Not nearly enough troop escort.
3. Wasted mythical units. Mythical units are expensive, but worth it in cities that are low on farm space (if you really want to maximize potency).
4. Sent regular transports. They're faster than a CS, but give you less carrying capacity per farm space than a fast transport with bunks researched.

In other words, doomed from first launch.

:pro:

Personal note - I'm not one to mix sharp with blunt attack, but that's just my style. To each their own.

I agree with this, except that even with bunks Transports have a higher capacity per population than Fast Transports. If you do the math Transports carry 3.71 units per population, Fast Transports carry 3.2 units per population. I don't like to use Triremes at all except in Conquest style worlds. But, it can be argued that the Trireme is useful as a defensive unit once a CS lands successfully. Still, I would use Hydras instead, if it were an option for that city.
 

DeletedUser

Guest
I agree with this, except that even with bunks Transports have a higher capacity per population than Fast Transports. If you do the math Transports carry 3.71 units per population, Fast Transports carry 3.2 units per population. I don't like to use Triremes at all except in Conquest style worlds. But, it can be argued that the Trireme is useful as a defensive unit once a CS lands successfully. Still, I would use Hydras instead, if it were an option for that city.

1 fast transport with bunks carries 16 men and costs 5 farm space = 3.2 troops per farm space
1 regular transport with bunks carries 26 men and costs 8 farm space = 3.25 troops per farm space

Technically, you're right Ballzach, even though your calculation was bit off. Regular transports carry more, but the difference is negligible and the benefits of having fast transports far outweigh the extra capacity.
 

DeletedUser

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1 fast transport with bunks carries 16 men and costs 5 farm space = 3.2 troops per farm space
1 regular transport with bunks carries 26 men and costs 8 farm space = 3.25 troops per farm space

Technically, you're right Ballzach, even though your calculation was bit off. Regular transports carry more, but the difference is negligible and the benefits of having fast transports far outweigh the extra capacity.

It costs 7 population not 8, my math was correct. Plus, with the slow travel speed of a Colony Ship, the benefits of a Fast Transport are negated.

Either way a poor attempt like the one originally stated was doomed to fail, & the person shouldn't have even wasted the Colony Ship.
 
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DeletedUser

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How about a mixture of fast carriers for clearing waves and normal for escorts? I use both depending on what im doing
 
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