Catapulting Farms

Catapulting enemy farms has two major benefits:

Catapult

  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.

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. 

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.

Intimidation

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.

Rams: Hitting the Sweet Spot

RamYour ideal sweet spot for rams is 213-220 per nuke, regardless of tech level. It’s a balance between multiple goals, all of which are important and should be given equal priority:

  • negating wall defense,
  • reducing the wall level,
  • having as many attacking troops as possible that will kill defenders,
  • to clear a village with as few nukes as possible

Level one is a sufficient tech level for rams. Ram techs are your lowest priority, because the most important function of rams and ram offense, negating the wall bonus, operates the same no matter what the tech level. Because tech levels are limited, and because they can be expensive, you should focus on other techs before your worry about upgrading rams. (Tech levels to be discussed in another guide.)

Rams: Large Stacks

Ram3200+ rams will always negate the wall bonus during the first part of battle, but that doesn’t mean that a given number of rams will always demolish the wall. Damaging the wall happens in the second phase of battle. The outcome of the attacking troops against the defending troops determines how much damage the wall will suffer. Some players think that at certain stages of the game, when there is a good chance that villages will have very high defensive stacks, that it’s better to add rams to a nuke. This is not really true.

To start, try some simulations.

  • Start off with whatever design defensive stack you like for the defenders, set the wall level at 20, and choose a nuke design with 300 or 350 rams, or whatever you like.
  • Make sure that it’s a design that actually makes sense based on farm space limitations.
  • Sim this nuke against the defense stack, and then insert the remaining defenders and repeat the sim.
  • Keep doing this, and keep count of how many nukes it takes to eventually clear the village.
  • Afterward, repeat the same process, but this time use a nuke that only has 219 rams, and devotes the extra farm space to axes and cavalry.

The result of such an experiment is that for any given stack, you use fewer nukes when you only have 220 rams in each nuke.

Withdrawl Snipe

Sniping2If a snipe attack occurs over multiple seconds and isn’t properly timed, it’s best to “withdraw” the snipe, or hit a village so it returns by the time of the 2nd/3rd/4th attack. Retiming it may salvage the intent of the damage, and let you save face with your opponent who will know you aren’t an experienced sniper if your attacks are ill-timed.  Remember that troops always return in 000 milliseconds.

So, if you have 04:23:978
04:24:101
04:24:246
04:24:450

You can get an attack in between the 1st and 2nd attack.  If you’re familiar with the t-train method or any other forms of millisecond train, you can combine the methods and snipe from your other villages.

For instance, if you happen to have 2000 HC you may open up 4 lots of 500 HC support tabs and then use the t-train method to get it in between the attacks in milliseconds.

It’s imperative that you practice sniping and sniping methods in a simulator, and on smaller scale villages.  Simply understanding the practice and concept will not make you effective at putting them into practice, so be sure that you know what you’re doing before you try it on a large scale opponent.

Simple Sniping

SnipingSniping is the art of interrupting a noble train with your troops, defending your village from being nobled.

 

Consider the scenario below, where someone has sent a great noble train with only 5 milliseconds between each hit.
Arrival time: (hour:minute:second:millisecond)
10:00:00:100
10:00:00:105
10:00:00:110
10:00:00:115
You can assume that the first attack is likely to be a nuke (containing a noble) and the others a noble on its own, or with a few 100 troops, but nothing you couldn’t destroy easily.

 

1) Check the times the attacks are coming in, and search for a village nearby that you can use to dodge the attack, but make sure that it will allow for AT LEAST the amount of time you have before the attacks arrive, i.e. if the attack hits in 1 hour 30 minutes, make sure the village you are going to use for a dodge is also at least 1 hour 30 minutes away, as you can only withdraw an attack when it is under 50% there.

 

2) Send your troops to the village, ensuring that the time they will HIT the village is between 100 and 115 milliseconds, so it missed the first attack, but will arrive back before the last.

 

3) Divide the time the attacking army will arrive by two. When your army on its way to the village has been gone for this length of time, CANCEL it, so it will return home. This step is most important; use the in-game server clock, and allow for your lag, I like to click cancel a second in advanced to allow for lag. For example, if the enemy army arrives in 50 minutes 20 seconds, then click cancel on YOUR army’s attack at 25 minutes 9/10 seconds (depending on lag) so it will arrive home at precisely 10:00:00:1xx

 

IMPORTANT: Before you ever need to snipe, it is important to check your world settings; as some allow for you to cancel an attack up to halfway, whereas others may say you can only cancel up to 10 minutes of traveling time. Also, some worlds (such as classic on UK servers) randomize landing times to a certain degree.

 

Please note: this is not the only way to snipe, but definitely the easiest.

 

Offense Builds

Axe3Only Axes

  • Axes: 19.500
  • Rams: 230
  • Farm space: 20.650
    • Offensive power against spears – 100%
    • Offensive power against swords – 40%
    • Offensive power against archers – 40%
    • Offensive power against Heavy Cavalry – 73%

* Very good to kill spears

Only Light Cavalry

  • Light Cavalry: 4875
  • Rams: 230
  • Farm space: 20.650
    • Offensive power against spears – 34%
    • Offensive power against swords – 100%
    • Offensive power against archers – 41%
    • Offensive power against Heavy Cavalry – 100%

* Very good to kill swords and Heavy Cavalry

Only Mounted Archer

  • Mounted Archers: 3900
  • Rams:230
  • Farm space: 20.650
    • Offensive power against spears – 73%
    • Offensive power against swords – 26%
    • Offensive power against archers – 100%
    • Offensive power against Heavy Cavalry – 40%

* Very good to kill archers

Axes and Light Cavalry – [2 : 1]

  • Axes: 6.500
  • Light Cavalry: 3.250
  • Rams: 230
  • Farm space: 20.650
    • Offensive power against spears – 88%
    • Offensive power against swords – 100%
    • Offensive power against archers – 41%
    • Offensive power against Heavy Cavalry – 100%

* Very good to kill swords and Heavy Cavalry and also good to kill spears
* Bad to kill archers

Axes and Light Cavalry [4 : 1]

  • Axes: 9.500
  • Light Cavalry: 2.500
  • Rams: 230
  • Farm space: 20.650
    • Offensive power against spears – 100%
    • Offensive power against swords – 100%
    • Offensive power against archers – 41%
    • Offensive power against Heavy Cavalry – 100%

* Very good to kill spears/swords and Heavy Cavalry
* Bad to kill archers

MountedArcherLight Cavalry and Mounted archer [2.5 : 1]

  • Light Cavalry: 3.250
  • Mounted Archers: 1.300
  • Rams: 230
  • Farm space: 20.650
    • Offensive power against spears – 49%
    • Offensive power against swords – 100%
    • Offensive power against archers – 100%
    • Offensive power against Heavy Cavalry – 100%

* Very good to kill swords/archers and Heavy Cavalry
* Bad to kill spears

Light Cavalry and Mounted archer [1.3 : 1]

  • Light Cavalry: 2.500
  • Mounted Archers: 1.900
  • Rams: 230
  • Farm space: 20.650
    • Offensive power against spears – 55%
    • Offensive power against swords – 94%
    • Offensive power against archers – 100%
    • Offensive power against Heavy Cavalry – 100%

* Very good to kill archers and Heavy Cavalry and also good to kill swords
* Bad to kill spears

Axes and Light Cavalry and Mounted archer

  • Axes: 5.000
  • Light Cavalry: 2.500
  • Mounted Archers: 900
  • Rams: 230
  • Farm space: 20.650
    • Offensive power against spears – 85%
    • Offensive power against swords – 100%
    • Offensive power against archers – 100%
    • Offensive power against Heavy Cavalry – 100%

* Very good to kill swords/archers and Heavy Cavalry
* Not bad to kill spears

Axes and Light Cavalry and Mounted archer

  • Axes: 7.000
  • Light Cavalry: 2.500
  • Mounted Archers: 500
  • Rams:230
  • Farm space: 20.650
    • Offensive power against spears – 100%
    • Offensive power against swords – 100%
    • Offensive power against archers – 74%
    • Offensive power against Heavy Cavalry – 100%

* Very good to kill spears/swords and Heavy Cavalry
* Not bad to kill archers

Cavalry2Axes and Light Cavalry and Mounted archer

  • Axes: 6.000
  • Light Cavalry: 2.500
  • Mounted Archer: 700
  • Rams: 230
  • Farm space: 20.650
    • Offensive power against spears – 94%
    • Offensive power against swords – 100%
    • Offensive power against archers – 96%
    • Offensive power against Heavy Cavalry – 100%

* Very good to kill swords and Heavy Cavalry and also good to kill spears/archers