Intro- Before You Start

Welcome to Tribal Wars!

You have a lot to look forward to, and this guide will be your template for success, no matter what approach you pursue.

Which brings us to our first point- you need to decide what type of player you want to be and what strategy you’ll pursue in order to achieve your play type. Consider the following questions:

  • Will you be offensive or defensive?
  • Will you rely on farming, attacks or tribal alliances?
  • What buildings do you need to upgrade first
  • How many troops do you need, and what kind?
  • How do you make the most of your beginner protection?

Don’t be overwhelmed, or discouraged- we’ll be here to walk you through your options and help you decide.  As you read our guide, also remember that Tribal Wars has excellent forums and help sections, and the moderators are also available to answer your questions.  The best thing to do early on, other than upgrading and building, is to form alliances and make friendships with those around you- so get started!

Catapulting Farms

Catapulting enemy farms has two major benefits:


  1. The first benefit is simply convincing players to abandon their farm, whether new or established, and restart elsewhere to avoid costly attacks. By forcing them to restart, you also eliminate the possibility of retaliation from them should they recoup their losses later in the game.  A restart will likely place them too far away from you, at the very outer edge of the world, for a retaliatory attack to have any relevance.
    • Of note: if you plan on using the village as a farm, do not destroy resources, not even the warehouse.


  1. The second benefit is only on worlds with growing barbarians. Since the barbarian villages have a maximum limit on points, you can exploit their growth by catapulting certain buildings and leaving only those that help them gain resources. Be sure that you do not target warehouses and resources, but other building are good targets for catapulting. Once you’ve demolished a few buildings, the barbarian will randomly queue another building which may be a resource, allowing you to take a larger haul when farming. If it’s not, catapult it and wait for the next queue to build.
  • Of note: avoid catapulting walls, if possible, as good walls will limit potential losses from attacks while farming.

Building Catapults

Catapult 2Building Requirements

  • Workshop level 2
  • Smithy level 12
  • Research catapults


You should aim to have about 50-100 catapults for every 500 points above 1000 at a minimum. They do move slowly, and are expensive to build, but they are worth it.

Similar to Rams, the catapults can be very useful in early stages of building, farming, and sometimes attacking. However, unlike the Rams they are almost always a defensive unit, as they are used mostly for defense of established farms and villages, but will have an offensive benefit in mid and late game.

They provide an excellent deterrent against other players looking for an easy noble; the presence of a catapult likely makes them reconsider an attack due to the high probability of sustaining losses.

  • Of note: if you are in a world with Paladins activated, catapults are extremely strong when paired with the bonfire weapon; their defensive power increases by 100%.

Although catapults are a defensive unit at this stage in the game, do not discount them as an offensive tool as they can be extremely beneficial in attacks. Catapults are particularly helpful for targeted farming attacks, because a catapult decreases their village farm level, thus stopping their production of troops and preventing sustained counter-attacks.  Catapults also prove a formidable and convincing weapon- many players will simply surrender and restart. You can read up on the benefits of Catapulting Farms here.


Market 2The market is a relatively cheap investment with relatively large advantages, making it a smart build early in the game. It will allow you to:

  • Trade excess resources with tribe members (or other players) for extra or needed resources. This can secondarily help to build or strengthen alliances, and gives you bargaining power when trading.
  • Increase your merchant capacity. At this stage, it’s also a good idea to upgrade the market when you have extra resources to keep it trending upward and to further increase trading; make sure that you only update your market when your Barracks and Stable already have a steady queue.

Of note: The balance here is really important.  With the above comment in mind, it’s generally a good idea to get your market to level 10 before the players around you enter the nobling stages, but before you invest in a level 15 smithy.  But, as previously stated, do not level up your market at the expense of having proper defenses. The market is a wonderful resource and strategic upgrade, but use it wisely or it can be a downfall. 


Building Rams

RamAfter focusing the majority of your early efforts on upgrading mine levels and HQ levels, you can move on to building other units, such as rams. Prior to building a ram, you will need:

  • Smithy level 10
  • Workshop level 1
  • Research rams level 1 (or more if you wish)

Begin to build rams as you need them or, if you are using the Pure Offense strategy, you can set them to produce around the clock. Rams reduce the defense of walls and make it easier to convert surrounding players to farms.

During attacks, they also reduce your troop losses by cutting the wall effect by half before demolishing it. In doing so, you both lose fewer troops, and also reduce the number of required troops needed to take and protect a farm.

Beware that Rams are very slow moving units, and they also use a lot of farm space, so make sure that in addition to the upgrades above you also have a high level farm and a paladin to accompany them on their quests to increase travel speed.

Rams are often a misunderstood, and consequently misused, unit. Everyone knows that they are necessary. Without rams in your nuke, your nuke won’t get past the defender’s wall. At the same time, too many rams will weaken your nuke, so balance is important. The farm space used on rams takes away from your axes and cavalry, so in order to avoid having too many or too few rams, we have to understand how rams and walls function in a battle.

There are two stages to any battle. The first stage deals with the wall bonus. During the first stage, the wall bonus will either be negated in part or whole, based on the total number of rams in an attack. After that, the second stage of battle commences, with a damaged wall. The battle report shows the results of the second part of the battle. The wall bonus is what provides extra defense to defending troops, not the wall level.

Ram4Wall bonus = Wall level – negation from rams
Wall level = the upgrade level of the wall.

Destroying the wall and negating the wall bonus are two different things. Negating the wall bonus happens before anything else in the battle.

Tech level has no effect whatsoever on negating the wall bonus. Regardless of whether you use level 1 or level 3 rams, they will have the same effect on the first part of the battle. In order to negate the wall bonus, you will always need at least 213 rams.

You may find that many players already have left the world by the time they are able to build rams, due to the rough competition early on in the world; however, rams are a powerful deterrent for attacking neighbors.

If you are following the mixed village strategy and the mixed defensive village strategy, rams are essential.

Upgrading Your Headquarters

HeadquartersThe concept behind maximizing your use of the Headquarters, or HQ, is extremely simple: the higher the level of your Headquarters, the quicker you produce other village upgrades.

Keep the following concepts in mind regarding HQ:

·         A level 20 village is required for the Academy, so it’s a good idea to upgrade it consistently. As always, though, it’s a good idea to have a running queue in your Barracks and Stable. Once this has been accomplished, start adding upgrades to your HQ regularly and consistently- this will make you a stronger overall player, regardless of your strategy. 

·         Few strategies can be effectively accomplished if you fail to give proper importance to your HQ.

Often, players stop upgrading the HQ at level 20, but experienced players are more likely to continue increasing because of the offsetting decrease in building time for other subsequent buildings (like the Barracks and Stable), which is extremely beneficial for all building strategies.  A fully or highly upgraded HQ will help you grow more quickly, create troops faster and more efficiently, and will make you a formidable opponent for neighbors and nearby tribes, and will also make you a more valuable ally and tribe member.  HQ are extremely important, especially at the beginning of the game- upgrade them early and often.

Upgrading Mines Strategy (part 2)

MinePart 2 of Mine Building should be a part of the early phases of the game. Similar to Upgrading Mines Strategy (part 1), make sure that your updates occur according to your need and at good intervals.  A few more iron mine or wood levels are a good investment, especially early on.

Any building or growth strategy is enhanced by extra access to resources, and a great way to maximize resources is to build and upgrade mines. If you plan using the HQ upgrading strategy and are still a bit short in resources, adding a few mines levels to increase your income can be a good option.

Iron is one of the most-needed resources, and a level 17 iron mine is the highest level you can achieve without impeding your growth to Nobleing, and it is a good strategy to use as a follow up of the 24 hours a day, 7 days a week (24/7) strategy. It is quite popular also as a tactic.

  • Of note: skip this strategy if you have no trouble finding resources.
Some areas, especially some advanced worlds, don’t allow you to farm beyond a certain level.  In these areas, upgrading your mines late in the game is an option. Depending on the circumstances and your strategies, mine levels between18-22 or between 24-25 can be hugely beneficial but be sure that you take your strategic needs and tactical approach into account.

Militia in Defense

Militia4In the latest version of the game, the militia is introduced earlier in the game.  The best part? It is free to build and gives you some free units.

You get 20 per farm level and a maximum of 300 over the life of the village. Of course, they do have an opportunity cost, if not a building cost.  They last 6 hours, and are not mobile between villages. During this time, they cost you about 3 hours of mine production, reducing all your mines income by half during these 6 hours. But don’t be dismayed; it can still be very cheap to afford, especially early on while you have low mine levels.  They also are good early defense, as they can do a lot of damage to attacking units who attempt to farm you.

Strategically, this unit is pretty new and a relative question mark.  Besides  a few speculations about benefits of sniping with militia, no real tactics or strategies incorporate the militia. In some instances, you benefit more from the resources, especially if you are really active, than you would from the militia.  It is best to use it if you have an attacker approaching and little time to build troops. Use them wisely!

Countering Backtimes and Anti-Backtimes Strategies

BacktimingThough backtiming can be crippling, there are tactics to avoid being backtimed, or to counteract it when you are.

  • You use a few catapults, or cats (10-25 usually does the job) with your attack, and you destroy his rally point. This way, he can’t keep sending troops back to you right away. Of course, if he backtimes you with only axes, your choices are more limited.
  • Time more catapults to destroy the rally point; this is your best option if he is online 24 hours a day (you can try catching him offline, if he is really near you).
  • If he continues to backtime you despite avoidance tactics, you can also try a counter-backtime.

Another strategy to protect your own ability to backtime your enemy is demolishing your own rally point (you need a HQ lvl15 at least). Time the reconstruction to finish just after the scheduled attack, thus preventing your opponent from knocking down your rally point when you need it. Make sure to dodge troops before demolishing your rally point.

For more information on backtiming and all the strategies surrounding it, search on the guide section or mail other more experienced players. These kinds of strategies are advanced and are used by really experienced players.


Early Defensive Strategy

DefensiveThere are some low-cost tactics for defending your village in early stages.

  • Guess the incoming troops by comparing the walking speed of the units and the total traveling speed, which will reflect the slowest speed of the units (usually the rams or catapults), and upgrade defenses accordingly. This is easier if you have a premium account, although it is still doable on non premium accounts.   
  • Check attacks IDs (check this thread for more information).
  •  Once you think you know what is coming, dodge the attack.  Dodging means sending your troops elsewhere during the attack to avoid losses.
  • Spend your resources on troop upgrades \or send them to your farm; often, players send their troops and their resources to the same barbarian village. Your wall will damage his troops and the attacker suffers damage, while yours is minimal and you don’t get farmed.

After that, try a tactic called backtiming.  Time your dodge so your troops return as soon as possible after the enemy attack, and counter attack with troops that have the same or better walking speed.   Use it against offensive players, since you can kill their troops with very few losses. You can also time an attack to land when his own troops are returning; he will not have properly estimated the fire power needed to overtake you, and will suffer heavy losses.

If you are facing a noble train, you probably have no other defensive choice than both sniping and backtiming your opponent. Sniping is having troops either returning home or being sent in to support one of your villages (by tribemates, for example) after the first of the 4-5 noble attack but blocking the other ones. If you manage to hit the nobles with a backtime, it can guarantee your survival against this player.


Advanced Farming Tactics and Clearing

FarmAdvanced farming means finding out more about those around you, mainly how big they are and who/where they farm.  It’s time consuming, but important so that you can plan alliances and attacks accordingly, and also to know where you should focus your farming efforts.  Pay attention to the following:

  • The points table in the “Help” section will show which player built which building. By paying attention to upgrades and comparing those upgrades to building strategies, you can determine the availability of resources and whether that village would be good for farming.
  • You can also calculate the resources left on a barbarian and mine level by checking your hauls against the mine incomes for each level of mines.

Besides the above action items, be sure to also consider the following:

  • Before adding a new farm to your routine, you should already have farming runs going back and forth from each of your farms constantly, especially if you are really active.
  • Protect your troops and avoid risky behavior, since each troop you have is a part of your income.
  • Pay attentions to the growth in your area. High ODD score also can indicate a player has defended himself already and has fewer troops to defend his village. The same goes for high ODA, he may have lost offense troops in attacks; but be aware that very often, high ODA can indicate how active is a player, and even a few offensive troops are a formidable foe.

Some more passive tactics can also help you determine the advanced farming technique that is appropriate for your world:

  • Awards can also give insight to the player. ASCII art, and revealing personal and tribal information, is typical behavior from less experienced players.
  • Some players are also prone to revealing personal information in conversation, so don’t be afraid to use social skills to your advantage. But beware of revealing information about yourself in these conversations- it works both ways.
  • Figure out when your neighbors are active by mailing them, and pay attention to response times and read times.


Demolishing Strategy

Wrecking ballDemolishing as a strategy is rarely used, but becomes more popular while the world expands. To employ this strategy, demolish your own buildings temporarily when your farm capacity is full and you want to continue produce troops.

Sometimes, you can free up farm space faster by demolishing a few buildings than waiting for your farm to upgrade another level. You can then queue also a farm level after and rebuild your demolished buildings.

Usually, demolishing is a counterproductive strategy, but occasionally makes sense as noted above, especially later in the game. A good example of a smart use of demolishing is the market; if you frequently use your market and needed to level it up earlier in the game and have since moved on to another strategy, lowering it a few levels can free up a few villagers to become soldiers.

Another strategy for demolition, especially for those who want to demolish faster, is to cat themselves and leveling down several buildings at once. They can continue to grow their village by building new buildings instead of demolishing old ones.

Demolishing isn’t always a smart strategy, but it can work in specific situations so make sure that you consider your options carefully.  Pay special attention to incoming attacks and how long downgrading/upgrading will take you, and the resources consumed during the process.

24h 7d

24-724/7 is a strategy that keeps your Stable, Barracks, and HQ, in that order, upgrading and producing around the clock. The order is very important.

Why the Stable first?  Because the troops it produces take the longest to create, so keeping it queued is hugely beneficial when you aren’t online.  The Barracks produces more quickly, but the troops it makes aren’t as strong thus making it of secondary importance.  And finally, the HQ controls the buildings in your village, so you need it to constantly work to construct new buildings and upgrade existing ones.

There are a lot of approaches to this strategy, but most recruit light cavalry (for example scouts, mounted archers and heavy cavalry) in the Stable first, then your axes, spears, swords and archers in your Barracks secondly and then other buildings in your Headquarters.

You still have to keep building your farms and your warehouse while doing this. Experienced players will upgrade their HQ only once they have a good supply of light cavalry and axes in queue, as we outlined above.  The HQ should be upgraded to level 20, but the top players usually upgrade to between level 23 and level 27, so that they can create new buildings faster.

After troops are queued and the HQ updated appropriately, then you can shoft your focus to upgrading the Barracks and Stable to create more advanced and powerful defensive and offensive weaponry. 

Defense After Beginner Protection

DefenseIn early stages, most players focus on offensive growth and farming.  Keep in mind that while growth is important, it will matter very little if you can’t defend yourself.  You don’t want to neglect the defenses of your new village.

Building defense units like swords or archers doesn’t boost growth, which is why many players neglect them early on. If you are able to keep your stable working 24 hours a day (see 24h 7d), and you do not need axes for any clearing task, build spears to increase your farming capacity. Spears are defensive units but are used to farm like any other units.

All troops should be out farming, even defensive troops. Many players keep their troops at home for defense, but defensive troops are also good farmers and should be used for dual purpose whenever possible.

The key to building a good defense is anticipating your opponent. Spears are good versus cavalry, swords against axes and archers are a good universal gift card. A diverse defense is stronger, so make sure you have good variety.

The requirement for swords, the earliest available defensive unit, is a Smithy level 1.  For archers you need Barracks level 5 and Smithy level 5.

Building Light Cavalry


Light Cavalry is one of the first real boosts you can acquire to strengthen your troops offensively.  It is also very fast, and relatively inexpensive for the benefits.

There are many upgrades that impact your ability to build a cavalry.  Each upgrade will allow additional units, or will strengthen existing units, so be sure that you give them priority. 

For the Headquarters, they are:

  • HQ 10

For the Smithy:

  • Smithy 5

For the Barracks:

  • Barrack 5

And finally, for the Stable:

  • Stable 3

If you want to have a strong offensive strategy, focus on building only light cavalry (and warehouse + farm levels when needed), until you are able to have light cavalry in production 24 hours a day.

Usually, at this step, you are out of the beginner protection. It is possible you have already a few of the buildings listed if you already have scouts, and the exact order that you upgrade them in is not as important, unless you have a specific building strategy.  See your particular building recommendation for more information on this.


Wall Addition and Hiding Place

WallBuilding a wall while you are still covered by the beginner’s protection is a very good idea, and a wise investment.  Most players start building and upgrading the wall as soon as possible, knowing that it is the first layer of protection and one of the primary deterrents against would-be attackers.

The wall at this stage is very strong and able to withstand most attacks by players nearby- they will not have had time to build the offensive units needed to infiltrate- unless you joined a very old world. 

The wall is a cheap investment if you are pursuing a 24/7 strategy, but keep in mind that often it’s better to increase your income before pursuing the wall since your defense will not help you grow. Some players upgrade wall levels once both the Barracks and Stables are running constantly; be sure to keep upgrading the HQ also, and know that having at least a small wall growing with your village is advisable.

The same principle occurs for the hiding place; you may forget about it but you will be glad that it is upgraded if you need it.  And, don’t make the mistake of waiting until it is too late! Defense is important, so plan ahead and don’t get caught short.

Light Cavalry Rush

Cavalry2Light Cavalry rush is an offensive strategy that has very specific update requirements for implementation.

Headquarters needs to be updated to:

  • HQ 10

Smithy levels should be:

  • Smithy 5

The Barracks will need:

  • Barrack 5

And finally, you need a Stable at:

  • Stable 3

Once, these upgrade level are reached, begin researching light cavalry (level 1 will do to begin with).

Build only light cavalry (and warehouse+ farm levels when needed) until you are able to produce light cavalry 24 hours a day. This tactic is really popular, and really effective for farming since light cavalry is the best unit for speed and hauling capacity- thus where this tactic gets its name. A single light cavalry will survive a farming attempt against a camp with no wall or defense. Try to send light cavalry alone in groups and waves to maximize their speed advantage.

The light cavalry rush is ideal during the short beginner protection, and also works well if you are an active player. It works also pretty well on 10 tech worlds.

Getting light cavalry before the beginner protection should be your goal only if you are actively farming your area. There is no specific order for upgrading the Smithy and Barracks. Often, experienced players will upgrade Smithy levels if they know they won’t have the resources to queue more buildings for quite some time, and will do the same for Barracks levels if they know they have the resources to keep their HQ working.


Scouts are exactly what they sound like and do just what you think- they will scout the surrounding area and bring back information about strengths, weaknesses, and resources.  To get one, you need several upgraded building.

For the Headquarters:

  • HQ level 5

The Smithy will need:Scout

  • Smithy level 5

The Barracks will need:

  • Barracks level 5

And finally:

  • Stable level 1
  • Research scouts

You’ll want to recruit a few Scouts very early in the game if you plan on being a strong player very quickly, and usually 1-5 is sufficient.  However, beware that in some worlds you need at least 4 scouts to get a report during missions, so be prepared to build a minimum of 4-5 if needed. Scouting as a tactic is gathering information about the remaining resources in the barbarians and bonus villages.

After the beginner protection wears off, use Scouts to gather information on your neighbors’ resources and troops. Scouts can do solo missions, or as part of a farming run, and will survive as long as there are no scouts in the attacked village.

Scouts aren’t necessary, just useful, and there are ways to get a lot of information on both troop counts and resources in many villages without their help. Check Advanced Farming Tactics and clearing for more information. This is one of the reasons many players skip scouts to make a Light cavalry rush even faster. However, if you are active, getting scouts on the core when all villages are empty allows you to plan your hauls and maybe find good farms further out without risking lost time on failed resourcing missions further out. Some players create a small white wall (a scout defense) to block scout attacks and keep their resources secret.


Upgrading Your Resources

Mine2Mines are critical- this is where you get the resources to do, well, everything.  Unless you are lucky enough to find the perfect farm very early on, you’ll need to maximize your mine to queue troops, make upgrades, build defenses, and research new technologies. 

Upgrade your timber camp, your clay pit or your iron mine according to the resource you need the most.
If the beginner protection is long, don’t shy away from adding a few more mine levels before the protection wears off to increase your income and to maximize the benefit of beginner protection. Plan ahead; if your farming force is having trouble getting resources and also hits many spikes, upgrading your mine can add consistency and reliability to your income.

Of note: if you want to add a few mine levels, be sure to get them before you begin any other strategy to optimize your income.

Mining may seem obvious, but many players lose sight of their mine after the earliest phases of the game pass due to other strategies that come in to play and the increasing responsibilities of the upper echelons of play.  Resources are key to success, and mines are the easiest way to get them.

Axes Escorting

Axe2Before you start this strategy, make sure you have the following upgrades complete:

  • HQ 4
  • HQ 5
  • Smithy 1
  • Smithy 2
  • Research axe (only level 1 for now if there are levels)
  • Recruit a few axes (1 to 5 per spear group)

This is basically the same thing as the Sword escorting but with axes. Choosing axes has several benefits:

  • Allows you to train swordsmen, which likely won’t be needed now but may be helpful later in the game.
  • Splitting your spears in smaller groups with axes allows you to steal more resources from more villages.
  • Axes do not slow down your spears on the farming runs and, if you are really active, allow you to gain more resources faster than your neighbors. However, if your farms become dry quickly, waiting for the resources to research the axe can slow you down and the sword escorts are less expensive.
  • This strategy also works better on 10 tech worlds.
  • Combined with the Scouts, Early axe nuke, Light cavalry rush and the Light cavalry addition, Axe Escorting early on is a well known and popular tactic that is easy to use.


IntimidationIntimidation is a big part of the game, and you can easily harness this skill and use it to your benefit. The first step to any defense in early game is often your size and your troops- and some awards proving you have those troops and you know how to use them. Anyone will think twice before attacking a big, strong, proven player. 

Sometimes, top players are so busy growing that they aren’t receiving income. Do not try to mix the point-whoring strategy with intimidation, as it is really dangerous if you are discovered being a point-whore; no matter your size, everyone will try to steal your resources if they know you are bluffing about your prowess.

Being polite and respectful is an often overlooked part of intimidation- being icy and aloof earns you respect and may forge early alliances.  This is important for your long term defense and reputation.

Playing aggressively can also earn you some respect and certainly makes you a formidable opponent, but also makes you more enemies than friends- which might come back to haunt you if you aren’t properly defended. Read How to properly defend at start-up to get your whole defensive strategy set-up.

Early Defense Strategy with Archers

In order to properly set yourself up for a defensive strategy, make sure you have completed the necessary upgrades.

ArcherFor the Barracks:

  • Barracks level 2
  • Barracks level 3
  • Barracks level 4
  • Barracks level 5

The Smithy will need:

  • Smithy level 2
  • Smithy level 3
  • Smithy level 4
  • Smithy level 5

And finally:

  • Research archers
  • Wall level 1 to 7-8

Build as many archers as you want (you can decide for yourself, there is no right number- but if you have had success with this, please let us know how many you built). If you are playing as a Turtle, use this defensive strategy on archer worlds and mix it with the Light cavalry addition.

In a long beginner protection, this is a good alternative for defensive players, and still lets you use the light cavalry strategy, which is a good approach if you want a mixed offensive/defensive strategy.

Note that there is no specific order for upgrading the Smithy and Barracks levels. Often, experienced players will weigh their options, and will upgrade the Smithy if they know they won’t have the resources to queue more buildings for quite some time, or Barracks levels if they know they have the resources to keep their HQ working. Building the Barracks first allows you to produce soldiers faster but you may end up low on resources. From what I know, this tactic is really rare even if with common sense many players would know how to do it.

Intro to Strategy- Defensive

Defense3To start, build more swords than needed for farming (a minimum of 100 to 150) so that you are properly defended from an invasion or attack, and keep in mind that the later you use this approach, the more troops and wall levels you will need.  A wall level 5 is a good minimum to shoot for.

This strategy is simple: try to kill enemy troops if they attack when the beginner protection wears off. The best time to use early defense is, well, always! It works particularly well against players that are less experienced. It also can be mixed with the Turtling strategy.

If they have a lot of spears, then your defensive approach is to approach but not attack- make them angry by mailing them, threatening to farm, etc… use what you want to make him attack you. Be prepared with a wall level and swords (and spears if you wish) to defend against those small spears attacks.

In some cases, this investment in defense and provocation could slow you down and might fail to give you the benefits you want.  Defense and preparation are never a waste of time, but make sure you know your strategy inside and out.  Combine when needed, and adjust as you go.  Don’t be afraid to use the simulator, and use other resources, such as How to defend a Start-up, to help guide you.


Farming: Spiking

SpikeTo start, build a few more swords than needed for farming, we recommend between 10-15.

Then, while still covered by the beginner protection, send some swords (along with spears and the paladin) to support barbarians or bonus village; if your neighbors attack the camp with the intent to farm, they will find that they lose many more troops  than anticipated, making them more vulnerable to subsequent attacks from you.

If you plan to spike, keep in mind that you aren’t getting any immediate profit; instead, the goal is to have a few more resources later on with a troop advantage for farming. This strategy is controversial in the Tribal Wars community: many players say it slows you down, while others say it is profitable.  It is agreed, however, that it is only smart to use in really early stages of the game. Use this tactic only if you have some experience in early game tactics and know what you are doing.

You can spike a village that is already spiked, and it can be extremely beneficial in certain situations- you have fewer losses if the other troops are there and the player who spiked the village may withdraw his own troops to farm this village and finish by hitting a spike also.

Farming: Swords Escorting

SwordsFor Swords Escorting, make sure you have the following upgrades in place:

  • Headquarters level 4
  • Headquarters level 5
  • Smithy level 1 (swords should be researched, or level 1)
  • Build a few swords to escorts spears group.

Build a few swords (1 to 5 per group of 20-35 spears) to send with your spears for protection during farming runs (and can free up your paladin to farm alone). Especially if you have an Iron larger surplus than usual, going for sword escorts can be a good choice.

Don’t let a Sword Escort approach stop you from rushing light cavalry; in fact, the two help you get resources faster. The hauling capacity of the swords is bigger than the axe-men.  But beware- the downside of this strategy is simply that the swords slow down your spear group since they walk slowly.

Shy away from mixing the sword escorting during the beginner protection with the Axe escorting, it’s important to choose one or the other. The earlier you use this strategy, the more you will see the maximum benefits- do not wait until you are out of beginner protection.

You can use it after the beginner protection according to which villages you are farming and if you already have swords from your period of beginner protection. This strategy can be easily mixed with the Early defense strategy and Spiking.