Offensive and Defensive Strategies Guide

From FaitH

Offensive Strategies

Normal Assault

This is what you are saddled with at first. It's better than Kill Peasants. Merchants, Rogues, and Wizards should always use this.


Abduct Children of Targar

This strategy will increase your chances of successfully kidnapping an enemy's Children of Targar. This is the JoaT version. Only use if you are SURE you will win, and you actually care about getting another CoT. Not much CP from this.

Requires: Abduct Children of Targar


Rob Peasants

Steals gold from the enemy. Not much CP here, and you will probably lose unless the battle was going to be quite lopsided normally. This doesn't give you enough gold to be worth it UNLESS you are attacking someone really really fat (like a merchant with 9k pezzies or something).

Requires: Alexander BloodBath


Kidnap Peasants

Kidnap peasants? Surely you jest. Avoid this like the plague.

Requires: Alexander BloodBath


Kidnap Child of Targar

This is the WM version. This strategy will increase your chances of successfully kidnapping an enemy's Children of Targar. Only use if you are SURE you will win, and you actually care about getting another CoT. Not much CP from this.

Requires: Alexander BloodBath


Destroy Buildings

Causes extra damage to buildings if you win. This weakens you like Kidnap Child, basically. If you are an EC WM or JoaT, I'd use this every once in a while on a two week attack just to see if you can torch some buildings. Repairing can get awfully expensive, too.

Requires: Toarwind HeadSlasher


Power Assault

This is a very aggressive attack which is very strong. The standard attack of JoaTs and WM. Use this for all but special purposes (like you really want to kidnap).

Requires: Toarwind HeadSlasher


Suicide Attack

Makes the battle very violent, but weakens your army a bit and gives you very low spoils. In most cases, you will gget better CP from Power Assault.

Requires: Toarwind HeadSlasher


Recon

Send out a few soldiers to see about terrain, towers, and your opponent's army. Also useful for being confusing or killing off estra DMoV/Catapults/GC, etc).

Requires: Toarwind HeadSlasher

Defensive Strategies

Normal

This is a regular defense tactic. No bonuses or penalties apply to this strategy.


Ultimate Defense

Causes fewer units to die. Do NOT use this unless you are worried about the loss of your units (you shouldn't be). As strange as it sounds, your enemy will get MORE CP if you use this. It also makes you slightly less likely to win.


Protect Peasants

You lose fewer peasants. If you are a big merchant and will lose the battle no matter what, this ain't bad. I'll laugh at any WM using it, though.

Requires: Karnovak IV


Protect Soldiers

The strongest defensive strategy. Use this at ALL times unless you are really worried about your pezzies or your CoT.

Requires: Karnovak IV


Protect Children of Targar

Your enemies' chances of successfully kidnapping a Child of Targar will decrease. Use this if you know you are going to lose and aren't too worried about the CP your enemy will gain.

Requires: Karnovak IV


Protect Defense Structure

You will lose some bonus on Attacks but your enemies will need 50% more catapults to penetrate your defense Towers (i.e. enemies will need 3 catapults instead of 2 to annihilate 1 of your War Towers). If you are going up the INT tree and get chaos towers (go up INT tree for keeps at high PS!), this makes you VERY good at towering... 6 negators per War Tower. JoaTs and WM are the best tower-ers.

Requires: Luuna


Protect Buildings

Lessens damage to buildings. It's stupid. Don't use it.

Requires: Luuna