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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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