Knights or guards for attack

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Expand view Topic review: Knights or guards for attack

Post by lofish » Thu Dec 27, 2012 6:44 am

pizzaking wrote:Knights = 3 pop (1 unit) which = 110 attack
Guards = 4 pop (1 unit) which = 115 attack
So you have to get to a common number to truely see the caparison.

Knights = 12 pop (4 units) which = 440 attack
Guards = 12 pop (3 units) which = 345

So now it comes down to one question...do you want to attack with 440 or 345?


many overlook the farm space, the simple answer for the simple question is >> Kights <<

Post by yllom001 » Sat Nov 10, 2012 7:38 am

Including walls, a force of guardians need lvl 10 wall for victory. In the 4k v. 3k scenario

Post by Xtcgod » Sun Oct 07, 2012 6:12 pm

And 4 knights vs 3 gards one knight survives. So 4000 knights vs 3000 gards u will have 1000 knights left(with now wall involved)

Post by MechaStorm » Fri Oct 05, 2012 4:32 pm

guards are many people's favorites because they are quick and can be used for both defense and offense. in my opinion zerks + knights + rams/ballistas is te best attack combo but i use guards if im in a hurry and dont have enough troops on hand. so i say knights.

Post by Gionzau » Fri Oct 05, 2012 6:54 am

As your city has limited population, think on a per head basis when looking at the units overview in the help section.
Valor designed every troop to have an advantage and disadvantage .
Zerks have highest hit but weak defence. Knights have next highest hit, and weak against lancers.
Guardians are all rounders, and quicker to make on a per head basis than knights. Divide their stats by 4 and knights by 3.
You will end up with more guardians at the end of the day

Post by bananabandana » Wed Sep 26, 2012 1:10 pm

I see knights as great farming units due to their amazing haul capacity and incredible speed. You can also unlock and build them much more quickly than guardians, giving you that offensive edge early-midgame.

Guardians are more of a multipurpose unit, overall more expensive and not great at any single thing, but if you don't want to worry about specializing your cities, guardians are all-around decent. I'd say their greatest use is as support, as they have wonderful defense and move much faster than lancers or sentries.

Post by foehammer47592 » Wed Sep 26, 2012 12:58 pm

An attack city that has about 5kpop lancers, 5kpop sentries, 9kpop knights is good for quick clears; but zerks are better than knights and guards for attack/pop ratio

Post by pizzaking » Sun Sep 09, 2012 2:33 am

Knights = 3 pop (1 unit) which = 110 attack
Guards = 4 pop (1 unit) which = 115 attack
So you have to get to a common number to truely see the caparison.

Knights = 12 pop (4 units) which = 440 attack
Guards = 12 pop (3 units) which = 345

So now it comes down to one question...do you want to attack with 440 or 345?

Post by LordFirefall » Fri Sep 07, 2012 6:29 pm

Yep - knights take 3 population, guards 4. So, you get less of them. Also, they have a slower training time.

Post by Biwin » Fri Sep 07, 2012 6:01 pm

I'm confused - everyone says knights are better than guards at attacking, but I'm looking at the unit overview right now in the
game's help section, and it clearly states that Knights attack = 110 and Guardian attack = 115; am I missing something?

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