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Alliance Timed Attack How To

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This is a general guide to Timed Attack (TA) Procedures.  Exact Specifics may vary based on the Alliance and the participating Battle Leader.  This is guide is split up into two (2) parts.  The first part is important for everyone to understand but is aimed at providing specific guidance to the Battle Leader.  The second part is general participant warrior procedures and is important everyone including the Battle leader agree and follow similar procedures.    The Speed of coordinating high valued attacks and is a key to maximizing the effectiveness of a TA campaign as it will allow minimal time for the opposing Alliance to organize a defense.   Note: There are 2 procedures to how to join a TA described below.  The secondary method is much more difficult and takes more practice and mental concentration.   Before the Attack:   For Participants:   1. Have at least a primary and secondary fleet loadouts ready to go....

Basic Attack Fleet Formations

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Fleet Formations are critical to ensure the Least amount of troop loss as well as inflict the most damage to an enemy.  These tables are intended to be considered general guidelines but each player should experiment and find what works best for their specific technology and officer bonuses.  

Troop Special Ability

Troop Special Ability Front Row Tank - Bulletproof - When taking damage, have a 31% chance to block 50% of the damage Infantry - Home Guard - In denfesive battles, a Damage reduction is triggered every 8 seconds. Damage taken is reduced by 50% for 4 seconds. Shredder - Defensive Stance - When battling, a damage reduction is triggered every 8 seconds. Damage taken is reduced by 34% for 4 seconds. Armored Infantry - Reflective Armor - When taking damage, have a 35% chance to reflect 20% of the damage. Zombie - None Middle Row Gunner - Fire Surpression - Every 5 attacks will enter quick shot status, increasing attack speed by 50% for 3 seconds (In PVE battles, increases by 120%) Bike - Speed Racer - In the first ten seconds after a battle starts, increase the attack speed by 60%. (Duration is 30 seconds in PVE situations) Trooper - Electromagnetic Conduction - Every 3 attacks will cast lighting chain, dealing damage to up to 3 units. Attacks the back row of the enemy first. (damage to a s...

Fleet Theory

Fleet Theory Credits (Copied from these peoples work) MASTER SERGEANT Dragonchow from #30 MASTER SERGEANT DestroyerOne from #30 TUR Oizon from #113 TUR JustJosh #113 TUR Ultraplex #113 Good fleet strategy needs to be based on a few different variables. All of them must be assessed before you can know the best way to build a fleet. The purpose of the fleet must be considered first and foremost. Combat bonuses and troop special abilities are often dependent on if you are attacking or defending and the type of battle you need to fight. For the purpose of this guide those two variables will be simplified to “offense or defense” and “monsters or armies.” The second consideration needs to be your officer skills and research levels. If you have large bonuses on specific troops (melee/mid range/long range) then you will want to favor those troops in building a fleet. Improving these bonuses can make a big difference in overall strength so it’s wise to continue developing them. The final variab...

Tips for RSS Conservation and Troop defense during Kill Events

These steps should make the Alliance look like they are not worth targeting. RSS Conservation: (Trust is important for this) Designate a single farm that has the resources to remain Shielded for the entire event as the Farm Alliance Bank.  All alliance members that cannot remain shielded or fogged with their main city should allow the Farm Bank to loot and store RSS for Event.  No Mining during KE events only passive collection. Hiding Troops: Strongest Troops full fleets are reinforcing Alliance Fort.  This building is shielded as long as the Alliance Hall is alive.    Randomly Select Alliance Flags to hide reinforcing troops Do not leave troops unattended within your city.  

Farm Part 3 - Build Priorities to C13

Priority Order:  Raise City to C13 as Quickly as possible Monitor City Hall for Requirements to help priorities.  Follow the Plan provided by Ginger.  Priority 1 Takes precedence over plan always build buildings required for city upgrade first.  (Following the Plan will provide much of the RSS needed for C13 build) Farm and Oil Buildings Build and upgrade as soon as land plots become available Take Advantage of all “Free” upgrades.  Most buildings under level 5 can be free upgraded.  Most Level 6 will be upgraded immediately with 3 or less Embassy helps.   Train Shredders Constantly and train Snipers to ensure that you have BP to open new land plots.   Open and Upgrade Houses to level 5 or 6 as soon as available.  Upgrade the Garage to Level 13 and Activate 3rd Fleet as soon as possible.   Upgrade Hospital to 13.  Upgrade all Farm and Oil Plots to 13.   Upgrade Medic Centers to increase hospital beds. ...

Farm Part 2 - Skill Trees

Commander Skill Tree: Stay on Development Path and get Harvest Skill as soon as possible and use this skill as soon as it becomes available every time.   After Harvest, Oil Output I 5/5, Food Production 5/5, Oil Gather I 5/5.   Continue down the tree with the same pattern do not put skills into Food Gather and do not go down the Recover Mobility branch.   Academe Skill Tree:   Stay on Resources tree unless the plan requires other research.   Put one skill point in each of the top 5 skills.   Then always prioritize Oil Output, Food Production and Load Boost in that order.   Points after first 5.   Max Oil Output 1 5/5, Food Production 1 5/5.   Load Boost 1 5/5.   Follow the priority down the try for the II Skills and priorities.   Only add 1 skill point to Depot to enable additional skill tree branches.