 | | 12487 Posts in
1300 Topics by 269
Members
- Latest Member: celina111
| May 22, 2013, 12:35:50 PM |
|  |
|  | |  | |
by Flintridge on June 25, 2010, 02:21:00 PM 33270 Views | 0 Comments | Rating: (0 rates)
Newbie World Order
Kingdoms of Camelot (KoC) Training Manual
General Tips:
THIS GAME IS NOT ABOUT CONQUERING. IT IS ALL ABOUT BUILDING "MIGHT". YOU DO NOT ACTUALLY CONQUER CITIES AT ALL.
YOU BUILD YOUR MIGHT AND YOUR ALLIANCES' MIGHT AND WHEN IT'S TIME, DECREASE YOUR OPPONENTS. AGAIN, THERE IS NO CONQUERING OF CITIES IN THIS GAME!
GENERAL INFO Training Manual
FRIENDS
Facebook friends and FB KoC playing friends are 2 different things. To fully utilize all the benefits of KoC playing FB friends, you (or they) must be 1st FB friends and 2nd, accept a "play KoC" invite. These invites can be made through the "Invite friends" tab at middle bottom of the main KoC page.
COURTS:
If you chat in alliance chat, other members can click on your name and visit your court. This will give them a resource bonus each day they click your name in chat. It works the other way too. You can click on other members names in Alliance chat and visit their court to get a bonus. I also found this can be done in your friends list. This is an easy & cheap way to get a little extra resources each day.
GIFTS:
You may gift your KoC playing FB friends once a day. Giving gifts uses resources from you stockpile. There are several way to actually do this, but they all lead to visiting your friends courts and "give gift". Another way to give gifts is the "Daily free gift" from Merlin. It is available to use once a day to each friend and is found through the little gift icon on main screen. Using the free gift from Merlin uses none of your resources. This gives you the ability to send 2 gifts to each friend once a day, 1 using available resources and 1 that doesn't.
CHAT:
To whisper in chat type /(name here) message here. Leave off the lady/lord title. ie /JohnSmith Hi how are you?
TINY URLS:
The tiny url is a way for our alliance members to be able to help each other out, without having to go to FB home page or leaving the game.
Creating tinyurls;
1. Open www.tinyurl.com in another tab
2. When you begin a task, and ask friends for help, when the window pops open, right click on the blue letters just below the spot to place your comment.
3. Select "Copy Link Location"
4. Go to tinyurl tab, paste link into box.
5. Click "Make Tiny Url"
6. Copy the new "tiny" link avoiding the http:// (It should only be similar to this tinyurl.com/634849 )
7. Paste into chat. (check for errors such as "."'s at the end and such.)
Using tinyurls:
1. copy a posted tinyurl from the chat
2. paste the tinyurl into the BROWSER ADDRESS bar in the 2nd opened tab (check for errors such as "."'s at the end and such.)
3. hit enter *** personal note*** I leave 3 browser tabs open when playing KoC. 1 to actually play the game, 2nd for making tinyurls, and the 3rd is 2nd FB page opened to use the tiny url. After I get a tinyurl request, I jump to tab #3 and paste into browser address bar, then when I get the "John Doe has accepted your help" message I just jump to 1st tab (game) and leave 3rd page where it is. This makes keeping up with fast chat postings a lot easier. Another advantage to having 2nd FB page open is I can quickly and easily monitor gifts/invitations/help requests from other domains etc...without having to leave the game.
REPORTS
In the Alliance tab under reports tab you can see the reports from all the other Alliance members. These reports will be available to all other Alliance members until they are deleted by the members that created the report. ie Lady JaneDoe can see Lord JohnSmiths' reports until Lord JohnSmith deletes them from his reports tab on HIS messages. In my personal opinion each member should delete any reports older than 24 hours old. You can see what was recovered by friendsin the "City Reports" Tab
LEADERBOARD
At the bottom of the screen under the "cards" of your KoC friends there is a leaderboard tab. This is used to see and search for unmisted players. It is also used to see where the player searched stands overall in the domain. A great deal of valuable info can be found here. Search for players using KoC name. ie JohnSmith (NOT Lord JohnSmith)
IMPENDING ATTACKS
When you have the proper technology/research, impending attack warnings will appear in the upper left of screen where the message "Lost? Read the guide" message is normally. Click view button to see the available details. The details you can see are dependent on the level of your watchtower. OFTEN YOU GET IMPENDING ATTACK NOTICES WHEN YOUR OWN TROOPS ARE RETURNING
BOOKMARKS
On the map you have the option/ability to bookmark co-ordinates (coords). I find it very useful to bookmark important places (allies, important wilds,enemies)and use bookmarks a lot. You cannot rename the bookmarks so you may find it hard to keep track of them.
MIST
If you are in the mist, scouting or attacking any human player automatically lifts the mist and removes the beginner protection. Be very careful when scouting or attacking wilds if you're not ready to be out of the mist!
CRESTS
As the game progesses you will need to find various crests to build 3rd and 4th cities. Generally these are found in level 6+ wilds. You must attack and win the battle. Some players claim that 1 MASSIVE attack instead of 2 waves (discussed later in the manual) increases the chance of finding a crest. If you find one it will be listed at the bottom of the loot list of your battle report. Your current stock of crests are found in the "My Items" tab on main screen.The required crests will be listed in your quests. USING A CREST TO BOOSTA KNIGHTS LEVEL WILL REMOVE IT FROM YOUR AVAILABLE CRESTS FOR NEW CITIES! ALSO, ONCE YOU FIND THE REQUIRED CRESTS FOR NEW CITIES THEY ARE AUTOMATICALLY REMOVED FROM YOUR AVAILABLE LIST FOR KNIGHT PROMOTIONS!
GEMS
There are 2 ways to get gems for "buying" items. Paying realworld money or winning them in tournaments.
MISC.
If your game doesnt seem to be updating your army/city/chat info refresh your browser (f5 key).
This game takes a long long time to play. Higher level upgrades run into the week range! Be patient.
Later in this manual there is a list of websites that offer more information on the game. It is STRONGLY recomended you visit them if you cannot find the info you want/need here or just want to learn more about KoC.
Since KoC doesn't allow post of links in chat, most players use tinyurl substitutes. These work and act just like regular internet links in your standard web browsers. How to create and use them will be discussed later in the manual.
BASIC OVERVIEW OF THE GAME:
This game is about building your might. You do this through building various buildings, defensive structures and troops. Each type and level of building, defensive structure, and troops have might values attached to them. Might does not necessarily mean the biggest or most powerful army. But usually the 2 go hand in hand (high might usually= powerful/large army). Might is just an indicator of your progress throughout the course of the game. Each building, defensive structure and troop types' might values are listed later in the manual. As stated earlier, cities are not conquered at all in this game. They are raided and plundered but never conquered. Also, cities are not destroyed or removed from the game.
CITIES:
This manual assumes you know how to build structures within the city and out in the field. The # and types of structures you build depends on your game play style and the level of your city. the following is a brief overview of each building and the benefits of each; EACH CITY MUST MEET ALL RESEARCH LEVEL REQUIREMENTS/PREREQUIRES FOR UPGRADING ALL BUILDINGS,TROOPS AND DEFENSIVE STRUCTURES
INDEPENDENT OF EACH OTHER. ie level 9 capabilities in city1 does not automatically transfer to level 9 in city2.
ALCHEMY LAB;
this is where all research is done for a city. Only 1 can be built at each city. The level of an Alchemy lab has, and all levels of research acquired, apply to that city only. ie City#1 has level 6 fletching but city2 has no alchemy lab city2 cannot build archers. EACH CITY MUST MEET ALL RESEARCH REQUIREMENTS FOR BUILDINGS, TROOPS, AND DEFENSIVE STRUCTURES INDEPENDENT OF EACH OTHER.
BARRACKS:
the level of your barracks, along with reasearch levels and other prerequistes, determines the type of troops you can train. No restrictions on the max # that can be built (other than space available within the city walls). The number of troops you can build is determined by your population and your available resources. Multiple barracks allow the queing of training of troops. Only 1 barracks at maximum level is necessary to allow queing of high level troops. ie 1 level 6 barracks and 4 level 1 barracks allow training ques of up to 5 level 6 troop types. The higher the level of your barracks, in addition to rearch and assigned knight abilities, the faster your troop training times.
BLACKSMITH:
necessary for researching (at alchemy lab) higher levels of wepaons, horseshoes, and armor for troops. 1 per city.
CASTLE:
This is where you control the happiness and tax rate of you citizens. 1 per city. It is also where you find the info on this cities controlled wildernesses. The higher the level of the castle, the more wildernesses you can control and the more field building areas become availabe. This is also where you set the status of your army when they are stationed in the city. "Defend the city" means just that, your troops will enagage any and all enemies that scout/attack your city. "Defend the city" may or may not result in troop losses (might losses), so carefully consider when using the "defend the city" option. Sanctuary means that your troops basically hide in the castle and don't fight. You will take no troop losses (might) but if your city is overrun, you can/will lose resources not stored properly in your storehouse. *see storehouse for more details*
COTTAGE:
the # and level of cottage determines your population and population cap. No restrictions on the max # that can be built (other than space available within the city walls). In conjunction with your tax rate/happiness, it also determines you population growth. In addition it also determines the available # or trainable troops for that city.
EMBASSY:
level 1 is needed to join alliances. level 2 is needed to create new alliances. 1 per city. The level of embassy determines how many of you allies armies can be stationed within your city.
FIELD STRUCTURES:
These are pretty self explanatory, farms= food production, sawmills=wood, mines = ore and quarries= stone. Higher the level the more per hour produced. Production can be boosted by research, wildernesses controlled and/or items from you inventory.
KNIGHTS HALL:
this is where you appoint Knights from your FB friends list (they dont have to play KoC but appointed friends playing KoC get experince faster), assign Knights postions for managing your city(s), and assign skill points earned throughout the game. 1 per city. The level of Knight Hall determines how fast your Knights assigned and unassigned gain experience. The higher the level the faster they gain experience. The more experience = more skill points= better in combat,research,production or construction. Assigning a Knight to a city position (Steward, Alchemist, Marshal, Foreman) will improve the corresponding activity. ie Marshals speed up troop training, Foreman speeds up construction etc... When distributing skill points keep in mind the more points in a skill a knight has the better a knight performs that skill. Knights assigned to a city "job" cannot be used in any other fashion unless they are dismissed. Unassigned Knights are used for army movements. The Knights skills can be "boosted" by items. Experience is gained through combat, the level of the hall and by using items such as crests *note USING CRESTS FOR KNIGHT PROMOTIONS MEANS THEY WILL BE CONSUMED AND NOT AVAILABLE FOR EXTRA CITIES* ** personal note** I think people underestimate the advantages of high level Knight Halls' and neglect upkeep on knight skills.
MARKET:
necessary for selling & buying resources. 1 per city. The higher the level of market the more transactions that you can have ongoing at any given time. A fee is charged for each sale you perform( .5% of total value of sale).
RALLY POINT:
The level of the rally point determines , in conjuction with available knights, the # of armies you can move at any given time. 1 per city. The higher the level of rally point the more armes you can move at the same time. This is also where you control troop movements from the city view.
RELIEF STATION:
Allows for faster troop movement between allies' cities. 1 per city. The higher the level of the relief station the faster the troop movements between 2 allies' cities. This game is slow enough as it is, upgrade to speed up transports and reinforcements!!!
STOREHOUSE:
This is where your resources are stored. 1 per city. For each level of storehouse you have, you can safely store 100K of each resource EXCEPT GOLD. Research also adds to the amount of each resource that can be stored safely. If your city is attacked and overrun you will lose all your gold and whatver resources that cannot be stored in the storehouse. ie you have 600K of food and level 5 storehouse (assuming no research bonus) you will lose 100K food.
TAVERN:
Increases the happiness of your population and reduces the negative effect of taxes. 1 per city. Higher Tavern levels = happier population = faster population growth= more taxes collected & more available troops. ** Personal note** I think people underestimate the advantages of high level taverns.
WATCHTOWER:
When upgraded enough, warns of impending attacks. 1 per city. The available details of the attack is depending on the level of the watchtower. The higher the level the more details available to you. When you have the proper technology/research, impending attack warnings will appear in the upper left of screen where the message "Lost? Read the guide" message is normally. Click view button to see the available details.
TUTORIALS: Kingdoms of Camelot Training Manual
Information is Power! These links will help you increase your Might (figuratively speaking). You will have to cut and paste the entire link into your browser address bar.
http://koc.wikia.com/wiki/Barbarian_Camps Barb Camp Info
http://koc.wikia.com/wiki/Battle#Player_versus_Environment_.28PvE.29 Important rules of engagement
http://koc.wikia.com/wiki/Building_an_Army THIS WILL HELP YOUR MIGHT PLEASE READ CAREFULY
http://koc.wikia.com/wiki/Defensive_Strategy Tips on defensive strategies
http://koc.wikia.com/wiki/Defensive_Unit Explains city defense structures and what they do and dont do. USEFUL!!
http://koc.wikia.com/wiki/Wilderness Explains widernesses and their benefits
http://koc.wikia.com/wiki/Fighting_in_the_Wilderness_(Additional) Explains conquering techniques for wilds (not very well in my opinion)
http://koc.wikia.com/wiki/Barracks Barracks explained
http://koc.wikia.com/wiki/Troops Troops and Might explained
http://koc.wikia.com/wiki/Might Explains Might in Detail VERY VERY HIGHLY SUGGESTED READING!!!
http://koc.wikia.com/wiki/Offensive_Strategy Explains Offensive Strategies
==================================
Depending on your playing style the following tips may or may not help you;
Not necessarily in order of importance;
1) Click on your castles and hide troops in sancutary. Do not set them to defend as if you are attacked you can lose all your men!
2) Start to lvl your store houses up as soon as you can.For each level you are able to proctect up to 100k (not counting research upgrades) worth of each resource (except gold). Gold cannot be protected by storehouses. This helps prevent from being "farmed".
3) If you have enough resources you can have several things going at one time. Like building a farm, troops(you can have up 3 different types at a time if you don't maximize any 1 type), wall defences(do same as troops), and one item from your Lab. You can do this for each city.
4) Be sure to apply knight skills daily. 1 idle knight should have the highest possible combat skill. This is your knight that leads your troops into battle. The higher his combat skill the easier it is to fight and you lose less troops.
5)Archers are a priorty as they are the best in combat and contribute well to might (VISIT http://koc.wikia.com/wiki/Might ).6)Your Rally building should be lvl 2 minimum.
7) Set your tax rate to 0%. happiness will go up to 100 quickly. Each time happiness reaches 100, go to castle and collect gold about every 40 minutes while you're playing KoC. This will give you Millions in gold.. Daily :) (depending on how addicted to this game you are)
8) At the beginning of the game the fastest, easiest and cheapest way to get might is build cottages and upgrade them to the current maximum. upgrade upgrade upgrade.....
9) Upgrade your watchtower as fast as possible. Try to have it level 8 (at least) by the time you come out of the mist. You will not be able to tell who,where or what is attacking you with any level lower than 8!
10) Never attack another player without a scouting report. You must know what it is you are attacking. Different defense require different tacticsand troops.
11) New players dont realize the time and resources needed for longterm high level game play... DAYS/Week long upgrades... MILLIONS of units of resources!! Always look for ways to increase your production output and research times.
HOW TO BUILD YOUR MIGHT: HIGHLY SUGGEST YOU VISIT http://koc.wikia.com/wiki/Might
As an alliance we need to build up our Might. It improves our rank, makes us more attractive to potential members. We will be less likely to be plundered and pushed around, and will be more able to cooperate freely with friendly alliances. If you are a new player, the easiest way is to follow the quest line. This will give you back resources you have invested in building.
First off, have troops in your cities set to “Hide in the Sanctuary” not Defend. If your troops get wiped out by a sneak attack you will loose a lot of Might. Only "Defend City" if you think you have a good chance of winning.
ATTACKING WILDERNESS:
Wildernesses provide several things. 1st- cities that control a wilderness recieve production bonuses associated with the type of wild. 2nd- if attacked and defeated they provide an immediate additon to your resources based on the level of wilderness and type. 3rd- certain quests require you conquer certain levels of wilderness. 4th-The necessary crests for 3rd and 4th city deeds are typically found in level 6+ wildernesses (they will not be found each and everytime you win a level 6+ wilds battle). You will have to search/battle many times in 6+ level wilds to find the necessary crests! Be careful to check to see if the Wilderness is owned by another player.
There are 2 methods of attacking wilds (both methods apply to cities as well).
The 1st is to have 2 waves of attackers. The 1st wave should consist of enough infantry (Militia,scouts,pikemen, or swordsmen) to disable/destroy the traps. Send as many infantry as the # of traps found at target wild (see below). You will lose whatever type you send, so send the cheapest (militia).
IMMEDIATELY after launching the 1st wave launch the main attack with main force sufficient to overwhelm the defenders.
The 2nd Method is for later in the game when you have a larger, more powerful army. Just send 1 massive wave of attackers (Archers are best).
Remember: Upgraded weapons (poison edge), armor(metal alloy), fletching, and Knight combat skill points all make combat easier for you the higher they are.
The following is the type and number of defending units at each level of wilderness in order;
Supply Troop - Militiamen - Scout - Pikemen - Swordmen - Archer - Cavalry -Heavy Cavalry - Ballista - Battering Ram - Catapult - Traps
lv1 50 50 1
lv2 100 100 50 50 5 5
lv3 200 200 100 100 50 10 10
lv4 500 500 200 200 100 50 20 20
lv5 1000 1000 500 500 200 100 50 50 50
lv6 1500 1500 1000 1000 500 200 100 100 100
lv7 3000 3000 1500 1500 1000 500 200 50 150 150
lv8 6000 6000 3000 3000 1500 1000 500 100 50 300 300
lv9 12000 12000 6000 6000 3000 1500 1000 200 100 50 600
lv10 25000 25000 12000 12000 6000 3000 1500 400 200 100 50 1200
RECOMMENDED MINIMUM ATTACK FORCE Kingdoms of Camelot Training Manual
Wilderness Troops Needed for No Loses (adjusted slightly higher just in case) **Levels 8+ will always cost you some archers. Have level 9 Fletching.**
Level 1 - 100 Archers
Level 2 - 300 Archers (send 5 militia first to take out the traps)
Level 3 - 500 Archers (send 10 militia first to take out the traps)
Level 4 - 1000 Archers (level 5 fletching) (send 20 militia first to take out the traps)
Level 5 - 2500 Archers (Level 6 Fletching) (send 50 militia first to take out the traps)
Level 6 - 5000 Archers (Level 7 Fletching) (send 100 militia first to take out the traps)
Level 7 - 10000 Archers (Level 8 Fletching) (send 150 militia first to take out the traps)
Level 8 – 25000 Archers (500 loss) (send 300 militia first to take out the traps)
Level 9 – 50000 Archers (1500 loss) (send 600 militia first to take out the traps)
Level 10 – 90000 Archers (3000 loss) (send 1200 militia first to take out the traps)
BARBARIAN CAMPS Kingdoms of Camelot Training Manual
Barbarian Camps cannot be conquered or controlled but they are an excellent way to get food, small amounts of other resources,and combat experience for your Knights.
Barbarian camps give the following resources if defeated; gold 100X level, food 100K X level, 10K woodXlevel, 1K stone X level, and 100 ore X level Raid barbarian camps two at a time. It’s much more efficient to raid 2 level 2 camps than one level 3 camp. The armies don’t have to be the same level either. You could raid one level 4 camp and one level 3 camp at a time, until you get the second city built up. The following is the recommended minimum number of troops you should use (assuming you have HIGH levels of research done);
BB1: 400 Archers, 350 supply troops.
BB2: 1300 Archers, 500 swordsmen, enough supply troops or wagons to carry 300K load
BB3: 2500 Archers, 1000 swordsmen, enough supply or wagons to carry 400K load
BB4: 6000 Archers, 2500 swordsmen, enough supply troops or wagons to carry 500K load
B5+ Don’t bother, stick with Barb 4 camps! It’s not an efficient way to use troops. Barbarian Camps usually yield 1000 Gold, 100K Food, 10,000 Lumber, 100 Ore per Level.So taking out two level 3 Camps gets the same loot as a level 6 but takes less than half the troops. Barbarian camps restock to 100% levels in 1 hour. If you attack before 1 hour you will get a % of the resources based on time elapsed ie 30 minutes = 50% of normal, 15 min =25% etc..
Sell your spoils on the Market! This will give you a good steady source of Gold for Research. You can also send to other members of the Alliance to help them out.
TROOPS
These are approximate percentage of troops to build in your army
Archers 45% Swordsmen 20% Militia 10% Scouts 10% Wagons 5% Pikemen 5% Ballistae 5%
Pikemen are there to stave off cavalry. They tend to die quickly. They are not good for taking Wilds or Camps.
Normal Cavalry die really fast
Heavy Cavalry while good, have problems since they take the high casualties as they are the first ones into a fight.
Militia are sent in a as preparation before a wilderness/Castle siege to get rid of traps, caltrops, etc.
Wagons can be used to get rid of spikes. Wagons are the cheapest unit to Build Might. You get 6 Might per wagon! And they eat the least per Might of any other unit. They carry a much bigger load than Supply Troops and they have a very high life. You need them to carry all of the loot you get from Barb Camps.
Swordsmen are there to protect the Archers,and do a good job of it.
Ballistae add more ranged punch to the army.
TROOPS
SUPPLY TROOPS carry goods and thats it.
MILITIA are good for removing traps,caltrops and vs scouts; poor vs all else.
Militias are slow and very much unorganized. They are best used to take out caltrops and crossbows in combination with archers. If you attack a city without crossbows but caltrops, send in militia to clear them.
Militia will remove all the caltrops without taking loses, unless the defending army is defending. If they are defending then the militia will take out the caltrops and get killed by the defending army. In this case it is better to just send your militia with your main force, then you can take out the caltrops and save your militia from getting completely wiped out. But it is always good to remove the caltrops, just so the defender has to pay the price to replace them.
SCOUTS good vs traps;poor vs all except other scouts;
Scout themselves are not good in hand to hand combat, unless they are fighting other scouts. But scouts play a key role in taking out defenses. When you get a scouting report on a city with a large amount of traps, the best tactic is to send scouts on an attack run. Scouts are fast so they can get in under the crossbows and take out traps. Scouts take out traps at one for one rate. 100 scouts will take out 100 traps, regardless of the amount or presence of other city defenses. If you attack a player that has city troops on "Defend" you will lose the scouts, if the defender is in "Sancturary" all traps will be removed 1 for 1. (Assuming you send enough). They are of course more expensive than Militia. So, if the city has Xbows send scouts, if the city has no Xbows send militia.
PIKEMEN good vs cavalry; poor vs all else.
Pike are good for defensive purposes, but if you are attacking a large cav force with archers then you need pike. The pike will reduce your lose of archer.
SWORDSMEN good vs all infantry; poor vs archers and Cavalry. Sword is the best balance of attack and defense. Swords are good against pike, militia, scouts and archers. But they must be supported by a large number of archers to be most effective.
ARCHERS good vs all except Calvary.
Archers are the best all purpose attack/defense force. Archers on defensive have further attack range then on offense. So if you sent just 100 archers against 100 archers, the ones on defense will always win.
CALVARY (normal and heavy) good vs all except pikemen
Light/Heavy Cav are very expensive and are purely offensive. But they have to be used right in order to get any measure of success. Cav are very effective against archers. So if you find yourself up against larger numbers of archers, you send your archers with cav. Your bowmen will engage the enemy at range, and will draw the enemy fire. The cav will close the range quickly and start taking out the enemy archers at a fast rate. This is a very
risky plan of attack. You have to get the numbers right to win, but you should always expect a large amount of loses. Calvary will take out spikes to clear the way for supply wagons and seige weapons.
WAGONS poor vs all;
Wagons will take out spikes, but they will take loses in doing so. If you send 100 wagons against 100 spike you will lose half your wagons, but take out all the spikes. Where as a wave of cav would be more effective. If you attack a city and clear out all the other defenses and defending army, and leave spikes in place; you can send a wave of wagons to take out spikes, without taking loses. For example all other defenses are gone; you send 50 wagons against 100 spikes. You will take out 50 spikes and your wagons will be turned back. You will not lose any wagons but they will not get into the city. If you take out all defenses and send 101 wagons against 100 spikes you will win the battle remove all the spikes lose no wagons and they will get into the city.
BATTERING RAM good vs cities and Barb camps; poor vs all else
Rams will take out spikes, 2 to 1, but will take losses if crossbows are being used. Rams will also take caltrops without taking damage. 100 rams will take out 1K caltrops without a problem if there are no crossbows. Rams are not good against traps. Never use rams to take out traps, the use of scouts is the best method to eliminate traps.
BALLISTAE Good vs ranged attacks (other ballistae and archers); poor vs massed infantry/calvary attacks.
Balls are good against archers and cross bow; they will engage defenders before defenders can engage them. Ballista by themselves are useless. You have to support them with troops; they are best used with archers in taking out crossbows and enemy archers. They are very vunerable to cav.
CATAPAULTS excellent vs wall mounted crossbows; poor vs all else
Catapaults by themselves are useless. You have to support them with troops; they are best used with archers in taking out cross bows. They are very vunerable to cav.
CITY DEFENSES
TRAPS:good vs infantry
--not much to say send a wave of scouts and they are gone. You try any other way you’re just wasting your time and resources.
CALTROPS:good vs Cav; ignored by siege; poor vs infantry
Never send cav to a city with caltrops, you’re just wasting them. Unless you are sending in a cav wave to take out spikes to clear way for siege weapons. Cav will take out the spikes before hitting caltrops. Once the spikes are gone your cav will be taken out by the Caltrops at a 3 to 1 rate. If you send cav
in a main force against a city with caltrops you will lose no matter what. The cav will charge in front of everything else and get wiped out.
SPIKES: good vs wheeled things (wagons & siege weapons); ignored by infantry;poor vs Cav.
CROSSBOWS;good vs all except ballistas and catapults
These buggars are a pain in the arse. The best way to take them out is with archers or a combination of archers, ballistae and catapults. If you attack a city whose army is not defending and you have removed all other defenses then send catapults they will take out crossbows with limited loses. When you attack a city with a lot of cross bows you’re just going to have get support from someone. You only attack cities that heavily defend during a war. That means your leadership has ordered you to do it, therefore they better get you some help, because a target that big is too much for one person.
TREBUCHETS excellent vs siege weapons; poor vs all else;
Wall mounted trebuchets (trebs) take out attacking siege weapons. They are One and Done, meaning they need to be replaced/rebuilt after each attack they are used. They only are used when siege weapons are in the attack force.
When Attacked
ANY MEMBER WHO IS ATTACKED SHOULD SAY SO IN THE MAIN CHAT SO THAT WE CAN COORDINATE A REINFORCEMENT AND
DEFEND AND KILL YOUR ATTACKERS.
The following is the proper way of getting the reinforcements you need to beat an attacker...
1) name the attacker (and alliance).
2) Paste the exact tower report onto the chat. (number and kind of troops) and how many waves. Some may send several waves to confuse you, only post the main waves, (for example, 5k archers as opposed to a few scouts)
3) Time left until arrival.
4) What type and how many troops you have on hand to defend.
5) What level embassy you have at that city.
7) Your Coordinates for allies not familiar with your cities
Remember that when someone attacks your wilds, you will get an attack report for the city that owns the wild, and not the wild, so there may be a bit of confusion there. All you have to remember is that no one will send 5k archers to take a level 3 lake unless they know you are defending that wild. And if they are sending a few scouts, chances are they are scouting your city.
Also, when defending against an attack, make sure your scouts are OUT OF THAT CITY while defending unless you are defending against scouts only, or you might lose all your scouts needlessly...
LOCATION OF WILDS:
Be careful about where you choose your wilds to be. So many people in this game select them close to their city, but this could have bad consequences!
There are advantages in this, such as having somewhere close to stash your goods, and quick to march to. But there is a major downside to this! By keeping all of your wilds near your cities you make it easy for enemies to find your wilds.
CAPTURING ENEMIES WILDS;
All our troops need food to survive....cut off their food supply, and they will die or leave! So while looking to attack someone, if you have no hope of attacking their city, just capture their grasslands/lakes and eventually their troops will go!
If you use this tactic though, you will need to release one of your wilds in your castle to take theirs (otherwise you will attack &win but not take it and keep it). Once you have taken it, make sure you immediately recall your troops and Abandon the wild (again in the castle) so that they have to fight "the system" to get it back (not just take it from you undefended!!). Don't make it so easy for others to get you the same way!!
You could always setup your wilds close to your city, then use a Portal of Order or similar to move your city away (but that takes a bit more planning if you have multiple cities!!).
Kingdoms of Camelot Training Manual
|
|
|
Commenting option has been turned off for this article.
|
|
| |  | |  |
| |
 |
|  |
Templates: 3: index (helios_multi11final_tp), TPortalBlocks (default), TPortal (helios_multi11final_tp).
Sub templates: 4: init, main_above, main, main_below.
Language files: 3: index.english (default), Modifications.english (default), TPortal.english (default).
Files included: 10 - 479KB. ( show./index.php, ./Settings.php, ./Sources/QueryString.php, ./Sources/Subs.php, ./Sources/Errors.php, ./Sources/Load.php, ./Sources/Security.php, ./Sources/TPortal.php, ./SSI.php, ./Sources/TPmodules.php)
Queries used: 27.
[show queries]
|