The Art of Destroying a City

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AnarcNeedsHelp
Lancer
Posts: 28
Joined: Mon Feb 25, 2013 10:47 am

The Art of Destroying a City

Postby AnarcNeedsHelp » Mon Mar 25, 2013 10:56 am

With the implementation of the new win conditions many guilds are having their members build balistas to smash smaller cities that are not worth conquering, and just knocking them to under 1,200 points. So rather than run the simulator with every attack I want I made a list of the number of balistas needed to take a building of any size down to 0.

BL / # of bals needed

1 / 2
2 / 6
3 / 10
4 / 16
5 / 22
6 / 29
7 / 38
8 / 48
9 / 60
10 / 74
11 / 89
12 / 108
13 / 129
14 / 153
15 / 181
16 / 212
17 / 249
18 / 290
19 / 337
20 / 391
21 / 452
22 / 522
23 / 601
24 / 690
25 / 792
26 / 907
27 / 1,037
28 / 1,184
29 / 1,349
30 / 1,537

This is assuming the wall is down to 0 when your balistas land. Contrary to popular belief balistas do NOT need an escort to be successful. A larger escort does not affect the damage your balistas do. Balista damage depends on the defense a city has. If you kill the defense a city has then this is the number of balistas needed to lower a building to 0.

However there's ways to get. Building to 0 using less balistas. It takes 1,537 balistas to kill a level 30 building in 1 shot, but if you send a wave of 500 balistas and a second wave of 391 balistas the first will drop the building to level 20, and the second will drop it from 20 to 0.

So it's not a comprehensive guide. Just a tip, you can play wit the simulator to find the smallest amount of balistas you need to kill a building.

Hope this helps!

AnarcNeedsHelp
Lancer
Posts: 28
Joined: Mon Feb 25, 2013 10:47 am

Postby AnarcNeedsHelp » Mon Mar 25, 2013 11:41 am

Just checked and so far the lowest total of balistas it takes to drop a building from 30 to 0( that I've found this far,) is 211 balistas.

Sending waves to drop the building by 1 level each hit seems to be the most balista per building level efficient. If the wall is level 0 it takes 18 balistas to drop a building from level 30 to 29. And it takes 17 to drop it from 29 to 28. In total these are the numbers required to drop the building by 1 level per hit.. Just make sure you have the wall dropped to 0 and the city cleared before your balista waves land.

18
17
15
14
13
12
11
10
9
8
8
7
7
6
6
5
5
4
4
4
4
3
3
3
3
3
3
2
2
2

Total is 211.

MyName999
Scholar
Posts: 475
Joined: Wed Mar 14, 2012 4:26 pm

Postby MyName999 » Tue Mar 26, 2013 6:43 am

Precise info!!!

Could you please post a thread about "The art of destroying walls with rams" too plz ;-)

AnarcNeedsHelp
Lancer
Posts: 28
Joined: Mon Feb 25, 2013 10:47 am

Postby AnarcNeedsHelp » Wed Mar 27, 2013 11:49 am

Lol ummm no haha. Too much math in determining what happens when killing a wall because it comes down to how well defended the city is, what make up of troops you send with the rams, etc..... Sending 4,500 guards with 500 rams to an empty city would kill the wall to 0 however sending the same attack to a city with 100,000 guards on defense would drop the wall from 25 to 0..... All I'll say on what to do against a well defended city with a 25 wall is send loads of clearing waves comprised of 10,000 berserker 2,400 knight and 600 ram. That's more or less the best well rounded attack you can send to a city that's loaded with a big wall. Although with 300 cities its not viable to have a lot of berserker or ram clears because they can take 6 days to build and with the frequency that the "front lines" shift by time you had the clear wave built up to 100% it wouldn't be a frontline city anymore. Causing long travel times that would give your enemy too much time to support..... So generally when you have hundreds of cities going all guard is considered OK. Unless you just want some sick KSA or you're planning a huge OP that'll last days or weeks.... Then building the zerk/knight/ram clear I posted above can be a good idea...

MyName999
Scholar
Posts: 475
Joined: Wed Mar 14, 2012 4:26 pm

Postby MyName999 » Thu Mar 28, 2013 6:22 am

Not sure I really understood...

Ok the ~500 rams well escorted is the best way to knock walls down, as the defense really influe on rams effect (as offense do too, depending on the fact offense influe the defense effect...)...


Seems too that rams hit "during" the battle (not first, because a good defence can anihilate their effect) but before some?/all the? troops, and then hit again the walls, some kind of 3 step effect...

I might study this a long time again to catch a little bit of the mechanism, I did it quickly and for what I remember there were my first conclusions.

But for sure, on the contrary of several believes, rams don't defend against rams in another way than a regular troop!!! Attack a city with 500 rams against 100 rams (total 1000 defense power) is totally equivalent than attacking against 40 lancers (1000 def too), in casulaties of offensive troops as well as seeing their effect against the walls.


Anyway, I would have been happy seeing someone that could have explained the rams mechanisms, I already have to watch you data to understand the ballista one in order to put it in my Excel simulator X-C


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