Strategie Divoké Kmeny - Tribal Wars

Tribal Wars - Divoké Kmeny

Guide to defense - Průvodce obranou Divoké Kmeny návod

I boast a relatively low defensive ranking in W1. One could argue that I have less experience than the average player defending my villages. To counter this, I can honestly say that I've watched teamates defend and when I attack, I see how players defend their villages. I've seen the best players defend against unbelievable odds, and have learned in my opinion how to defend effectively and efficiently.

First, what is the objective of defending? For me, the objective of defending my villages is to slow down an opponent until I can resume the offensive. In the long run, you can NOT defend and win this game. The best outcome you can hope for is a stalemate, and who wants THAT as the best thing that can happen? By defending effectively and efficiently, you maximize your potential to strike back and make gains offesnsively. Threats do not disapear by defending correctly, they only abate when you show agression and your opponent backs off or you make offensive gains toward them.

Like offense, there are three levels of defense in tribalwars. Village level defense, player level defense and tribe level defense. Unlike offense however, the area of focus is at the player level defense. I will examine in detail each of these levels, focusing on the player level defense.

Village level defense
As a relatively advanced player, you should know that there are three primary defensive units in this game. Spears, Swords and Heavy Cavalry (hcav). Just a brief recap just so that everyone is on the same page. Spears defend primarily against cavalry, swords and hcav defend primarily against axemen. I advocate the even defense strategy, that is having an equal number of cavalry and axemen defense. There are strong arguements for a lopsided defense and it IS highly situationally dependant.

Village Structures:

10k/10k Spears/Swords Split
This is by far the most efficient setup in terms of farm space. There are two downsides however. First, it takes a very long time to build. To be exact, with a lvl 25 barracks it will take 45 days to build, in this game, that is a long time. Secondly, moving troops around is slow. When villages are clustered together this isn't a big deal, but the further apart villages are, the more problematic this becomes.

8k/2k Spears/hcav Optimized Defense
This is a highly popular model of defense. Essentially, you sacrifice 20% of your troop effectiveness in exchange for a faster build time and faster movement. In contrast to the 10k/10k split, this configuration only takes 17 days to build. This is a THIRD of the time required to build the first configuration.

What should you use?
As a default, I strongly encourage players to use the 8k/2k spears/hcav as a default. Besides the reasons I gave above, it is simply easier to rebuild your defenses after an attack with it. After an attack, being able to re-build your defense 3 times faster is a huge advantage. It is virtually impossible to realistically re-build a 10k/10k defense when fighting good players, you just don't get that much time to recover. There is however a place for the 10k/10k defense. For long term support, or other instances where you just need a village stacked, the 20% fighting effectiveness proves useful, just don't lose those troops or you will have a village completely out of commission.

I strongly caution against deviating from these two standards. I have seen people mix spear/swords/hcav. While I can sort of understand the mentality that a hybrid village can fulfill both situations, in reality, you are much better off choosing one method per village and sticking with it. There are very few instances where the hybrid army will be better than one of the more pure forms of defense. Hybrid villages also make thinking through your defense much more complicated, something that you don't want to do when you have 50-2000 attacks incoming.

Player level Defense
There are two primary ways of defending your villages effectively and efficiently. Both are extremely effective, but can prove disasterous if use improperly. Which system you use depends on your answer to this question: Can I hold off my opponent through defensive strength alone? This does NOT mean, "Can I destroy my oppenent's offense?" Offensive troops build much faster than defensive troops, so the concept of troop preservation should be paramount. If the answer is yes to the above question, then your method should be Stack. If your answer is no, then your method should be Dodge/Snipe.

Stack Defense
This is a pretty simple tactic to explain and use. Simply put, you put as many troops as you can in a village before an attack lands. The more troops you can put into a village, the more you minimize your troop losses. A W1 player named Undo stated that it wasn't worth defending a village with less than 30k/30k worth of spears/swords or the spear/hcav equivolent. While this is a decent guideline, depending on what world you are on/what your situation is, this number could vary from 10k/10k to 200k/200k (I've personally seen both of those extremes in the past 3 months). Essentially, you are trying to kill enough of your opponent's offense so that you can re-build your defense quicker than they can re-build their offense. This tactic works well when you know an attack is coming, or it is launched from a long distance.

Dodge/Snipe Defense

The only way that you lose a village is by your opponent nobling it. Lets face it, resources in a village are cheap, walls are cheap. Losing an army or a village is not cheap, both in terms of resources and time. Preserving those two, an army/village are the important things. Many times when you get attacked from close range, or when you are caught low on defense, it is impossible to effectively stack your villages.

The first step is to clean your village ... more

Guide to offense - Průvodce ofenzivní hrou Divoké Kmeny

This is hopefully going to be the first installment of many on the things that I have learned playing this game. I consider myself to be a pretty good player, but most of all, I have access to some of the best players in this game. I am still an active player, but as W1 winds down, I think that its time for me to share some of the things that I have learned. It is doubtful that these chapters will significantly hamper T:V in W1 since all of our enemies know most of this, or they simply won't read here. I hope that these will become a guide for the medium to advanced players here.

Who am I and why do I think that people should listen to my advice? I am a member of T:V, the dominant tribe in World 1. I have optimized many aspects of this game and have been able to over the past year and a half experiment with different techniques. Unlike many players in this game that have played for as long as I have, I have also optimized the tribe level of offense as well having worked to eliminate over 20 major players. The original group that I lead in World 1 became the most efficient branch of T:V and while they are all exceptional players, it was the fact that we learned to work together as a team that made us some of the best.

There are three levels of offense in tribalwars. Village level offense, player level offense and tribe level offense. The key to being a successful player is optimize all three of these levels in terms of efficiency. All operate independent of each other and are all essential.

Village level offense
On the village level, the most important part of building offense is building the strongest army possible as quickly as possible. Offensive armies should be made up of three units, Axes, Light Cav and Rams. Looking at the statistics for each unit, axes are by far the strongest offensive unit produced in the baracks, the light cav are the strongest unit produced by the stable and rams are essential, which I will talk about later.

It should easy to see that axes are better than spears/swords for attacking. But what about light cav over heavy cav? The key here is in farm space. For every two hcav that you build, you can build three lcav. When you build a full army, lcav are the better unit to build and far more economical. Rams, rams, rams. I can't stress enough how important it is to use rams for offense. An enemy's wall amplifies their defending ability significantly. The only way to break through heavy defense is with rams.

Now, how many of each should you build? The optimal build ratio is approximately 6000/3000/240 axes/lcav/rams. This assumes that you have a level 25 barracks and level 20 stable. I have heard it over and over again, "but axes are better than lcav", so I should build more axes. I can not stress how misguided this is. It is true that in terms of numeric attacking power, axes are per farm space better for attacking, but there are important considerations. First off, this ratio, 6000/3000/240 is the fastest to build. You will have more armies faster if you build this ratio, which means you can attack more often. Secondly, most players build either an equal number of spears and swords or more swords. They also tend to use hcav which defend like swords.

Since most player's defense's are sword heavy, having a higher lcav ratio is highly adventageous. It is very very rare for a player to build more spears than swords.

Lastly, the 240 rams. This is the optimal number of rams for eliminating the effects of a wall. This is a complicated subject and is unbelievably situational. I will leave this discussion for another chapter. However, it is simple enough to say that you need 235 rams minimum with each attacking army. The extra 5 rams are for faking, which is a part of the next section: Player level offense.

Player Level Offense
First, groups. I recommend that all players have two groups (in addition to others that you might have). "Offense" and "Building Offense". I will explain what I have found to be the most efficient system at building offense both quickly and with as little hassle as possible. Lets face it. The more easily you can do book keeping, the more efficient you will be as a player. A skill that I think a lot of players miss is the ability to change village's groups often and regularly to make their management easier.

Using the "Building Offense" group, if you have all the villages that ... more


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