Attacks organization.
In
Travian exist 2 kinds of attacks:
Part I. Attacks
Attack - it is a kind of attack provides utter annihilation
of armies of the opponent or destruction of its infrastructure.
For
that to destroy armies of the opponent and and its infrastructure it
is necessary to have the following of a conditions:
1) Scouting.
For
that to plan good attack, it is necessary for you to study the
opponent very in details – its style of game, a habit, time when it
in networks, structure of its armies and in what quantity they at it,
a level of protective constructions in village.
And
protective constructions you can receive the information on structure
of armies from the scouts.
All
rest only by supervision and the analysis of the opponent.
Therefore
before attack well study the opponent and lead careful to scout him.
2) Structure of
armies with which awake to attack.
When
you have learned what armies the opponent has, pick up units
necessary for attack and make their necessary quantity. If at the
opponent it is a lot of clubswingers that better to attack by cavalry
if at the opponent is and spearman add to cavalry attacking
infantry units. Count the losses on the buttle simulator and also
estimate what is the time to you the field of attack will be
necessary on restoration of the army. If you lose more than 50 % of
the general structure attack is senseless if only you do not play by
teutons (they very quickly restore the forces). Never send to attack
of an army which carry out protective functions (in attack them it is
possible to use unless, that for fill in trapper of gaul)
3) Speed and
distance of attack
Necessarily
calculate speed and distance of attack of the armies if attack will
last more than 2 hours the effect from it sharply falls one. The
opponent can simply evade from attack.
4) Time of
attack.
Choose
time for attack, such when the opponent least waits for it. Usually
it at daybreak. But always lean on the information of the scout
datas.
5) The
targert for attack.
Correctly
choose the targert for attacks. Strike in the weak spots of the
opponent, and then pass to the basic part of its destruction.
6) Attack
by catapults and rams. Attack
by catapults and rams serves for partial or utter annihilation of an
infrastructure in village of the opponent. It has the specificity and
feature so the given kind of attack for drawing the greatest damage
should be carried out by waves. It is connected with that that
catapults in one wave can to destroy or damage only 1 building.
Therefore to strike a crushing blow it is necessary to attack several
waves. In the first wave there is a command of attacking units which
should destroy garrison of defenders of village, other waves go with
a small amount of units and with catapults.
Attention!
Never send catapults and rams alone without other units. Catapults
and rams without troops will be lost!
Example
of attack by catapults and rams in 7 waves:
1
wave 200 Equites Caesaris, 200 Equites Imperatoris, 400 Imperians, 1
catapult (or ram) – random targert
2
wave of 30 catapults, 40 rams, 50 Imperians. The targert are "wall",
«cropland».
3
wave of 30 catapults, 50 Imperians. The targert is «cropland».
4
wave of 30 catapults, 50 Imperians. The targert is «Granary».
5
wave of 30 catapults, 50 Imperians. The targert is «Main
building»
6
wave of 30 catapults, 50 Imperians. The targert is "Marketplace"
7
wave of 30 catapults, 50 Imperians. The targert is«Rally
Point»
It
is a real example of attack from game, in real there were 4 waves to
one second with it after 3 waves in one second from 2 villages. After
such successful attack all activity in village will completely be
paralysed. You lose an opportunity to be under construction
(croplands are destroyed), lose stocks of crop (destruction of a
Granary), army if you have allocated that cannot send to
counterattack or it can get in a trap at return (destruction of a
Rally Point), you cannot even change resources (destruction of the
marketplace), construction to be slowed down in some times
(destruction of the main building). The village after such attack
turns to defenceless from any attack and there are rests of garrison
that it will soon die of famine or it can be finished by opponents.
Such village need receive some help and support from friends.
Pay
attention!!! The first wave the one catapult very important
element of attack. This is catapult make speed of attack force wave
and other waves with catapults were identical.
Conquering
Villages.
For
capture of village it is necessary to be prepared thoroughly. You
must have a few conditions and requirements:such
1.
It is necessary to have Rally Point 5 levels for Teutons and 10
levels for Gauls and Romans.
2.
Academy 20 levels – in it you should study the leader (the senator,
the leader)
3.
Residence or Palace – 10 or 20 levels in which should be free slot
of expansion.
4.
To train the leader (the senator, the leader) – it is possible one
but for capture of village is better to use 3.
5.
To choose object of capture (do not choose a small villages – your
purpose of village with the 600 population above)
6.
Under standard data on game we see that:
The
Senator (Roman) is very eloquent and persuasive; he can lower the
loyalty by 20% to 30% each time. The Chief (Teuton) is
especially cheap; he can lower the loyalty by 20 to 25%.
The Chieftain (Gauls) is 20% faster
than the others; he can lower the loyalty by 20 to 25%.
Count
how many probable attacks are required to us for capture of village
and decrease in a level of loyalty. If it will be 1 leader of Teuton
that you necessary about 4 attacks or may be more.
7.
To make a captures better if you have powerful economy, capable to
bear serious financial loading. It will be necessary for you will
order a celebration and to train a leader.
The
beginning of conquering
Remember
that is impossible to conquer a capital of the opponent!!!
1.
Before conqueringof village it
is necessary to destroy in it a Palace or Residence.
2.
Make scouting before attack. Because the opponent can build up a
residence or put a reinforcement then the plan of capture will fail.
3.
Send 3-5 waves in the first wave must come a command of attack units
for termination of protection units of the opponent. In next wave
comes the leaders with small group for decrease in approval, and in
lats wave the leader with big group of protection units for
protection against probebly contrattacks after conquest of village.
4.
During attack you must do a celebration in the village.
5.
Send waves with leaders with an interval of 1-2 seconds no more,
masters can send second in a second. It will lower probability of the
opponent practically to zero to put protective armies to cut leaders.
The
example of attack and accommodation:
1-st
wave 2000 Clubswingers,1000 Teutonic knights of 50 catapults (for
destruction of a residence)
2-nd
wave 1 leader, 500 Axeman, 50 catapults
3-rd
wave 1 leader, 500 Axeman
4-wave
1 leader 1000 Spearman and 500 Paladin
Pay
attention!!! The first wave come with a catapult. It is done for
that that speed at all 4 waves was identical and to destroy a
residence if it will be whole or built up. Speed of 4 wave and the
minimal interval 1-2 second. This example reflects a principle
concept of conquering. You can
make own plan of attack about application of other methods.
All
units it is sent through attack differently catapults not will to
attack.
Better
make conquering when possibly
the opponent sleeps.
Derivations
of attention a spam-attacks.
The
spam-attack is a false attack which simulates coming attack and masks
for real coming attacks.
For the organization a spam of attack:
1.
It is necessary to have necessary quantity of rams (they the cheapest
of obsidional units)
2.
We send-attacks to 3-4 waves on all villages of the opponent, where
in each wave must be only 1 ram.
3.
Send the same attacks to allied villages of the opponent which are
the closest to your targert.
4.
Count the time so that all attacks came to the opponents at a same
time.
The
spam-attacks give you a possibility to make a good conquest and
capture a village.
Part II. Robberies and Rides.
Rides
is attack with the purpose of a robbery, with partial drawing damage
to armies of the opponent without destruction of an infrastructure.
For
successful robberies it is very important to be able to choose the
victim and time of attack, and as necessary quantity of units for
this attack.
Periods
the robberies have few stages:
1. An
initial stage
It
is the most difficult stage. It is characterized by that you should
make the first ride command which slowly and gradually will start to
bring to you some resources. The most good variant to make 5 units
for any tribe. This quantity already will bring more or less good
quantity of resources. Victims at this stage usually are players who
is inactive.
Better
to begin the first attacks with them, gradually increasing the army
and expanding objects for rides. Gradually passing in a following
stage.
2. A stage
of growth.
You
already have some objects for rides and you already have some units
for rides. At this stage you can already choose objects more
difficultly and more feasibly. The best purposes for attack during
this period are villiges of Romans up to 120 population (at Rome
dear army and they at this stage are weak, but all depends on style
of game of the player) and of course the inactive players. At this
stage you already have enough of objects for attacks and the
following purpose is the increase in army and come to the
organization of mass attacks by few ride commands.
3. A stage
of the organization of mass attacks.
At
this stage it is important to organize correct movement (logistics)
of troops and competently to distribute sectors for robberies. For
convenience you can divide groups into large, middle and small ride
command.
Large
victims are defined individually and depend on size of a victim and
presence of resources in a warehouse. Your attack should be prompt
and fast to grasp all and quickly to leave. Therefore if you by means
of scout have found large quontity of resourses, quickly organize
attack with the necessary quantity of units which are capable to
carry away all extraction for one time.
The
standard size of ride commands about 20 units. This ride command
ideal for attacking the middle ride targert.
For
small targert better use 3-5 units which can be devided in all
sectors and ride the small villiges arround.
The besic
mistakes of ride organization.
1.
Attack all armies one village is incorrectly radically. When in
village for example a warehouse where to be stored on 800 resources
of each kind 4*800=3200 resources, and somebody send there 200
Clubswingers. It a great mistake. You can caunt efficiency of this
ride - 200*60=12000 resources. 12000 – 3200 = 8800 resources
(consider that you have lost them) It is necessary to attack that
quantity of forces how many resources is in village. Therefore it is
important to break units on ride commands.
For
example to break 200 Clubswingers into 10 ride commands on 20 units
each and send to 10 villages.The result will be much above than you
will go to each village on 200 Clubswingers and waste time, which can
be spent for attack of other villages.
2.
Rides against Gaul's villages by small quantity of units.
Gauls
have a good system of protection like grannies and trappers and the
result from attack can be 0 0 0 0 or end by capture your troops in a
traps.From traps very difficult to be released. It need a lot time
and trops.
3.
Attack of unknown villages without scouting. The scout is very
important for good attacks, it saves time and allows to avoid
unpleasant surprises like huge garrison in the village. So scout a
village before ride.
4.
Wrong distance for ride.
Rides
more than 2 hours lost own efficiency.The most effective rides untill
1 hour if time of ride more than 1 hour then efficiency falls
proportionally.
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