Copy Paste of guidance to my guild:
here are the basics when managing your resources.
the following cannot be looted when you are attacked:
1. harvested resources below your depot limit
2. monster kill reward boxes (never expire)
3. quest rewards (never expire)
4. daily territory rewards (never expire)
you should be hoarding these to make big upgrades safely - castles, walls, high level barracks (need a ton of food). cash these in a minute before you'll use them, not as soon as you get them. hoard them on your farm accounts as well.
start with quests because they come with xp and occasional gems/other boosts. monster boxes for when you are short a particular resource but have plenty of others.
resources above your depot maximum are like putting a bounty on your own head and paying our rivals to attack you. political situation keeps changing so don't accumulate too much.
big players (lvl 30 castles) pass on attacks where pillage is not worth the troop losses -
smaller building upgrades, barracks, research, merchant (saving shells over time can get you awesome things like peace shields and elite teleport without spending gems) are great alternatives to hoarding resources instead of having them get taken.
unharvested resources in your fields can also be pillaged so don't let them add up too much.
Thursday, October 27, 2016
Wednesday, October 19, 2016
Useful Wao Links
WaO Official Facebook (has some useful tips mixed in):
https://www.facebook.com/WarandOrder1/
Combat mechanics (helps explained timed attack & reinforce):
http://warandorder.alphagamestrategies.com/war-order-battle-system/
Youtube video on how to forge equipment:
https://www.youtube.com/watch?v=INK9LT3zXD0
https://www.facebook.com/WarandOrder1/
Combat mechanics (helps explained timed attack & reinforce):
http://warandorder.alphagamestrategies.com/war-order-battle-system/
Youtube video on how to forge equipment:
https://www.youtube.com/watch?v=INK9LT3zXD0
Friday, October 14, 2016
Timed Defense - Ignore Embassy Reinforce Capacity!
Copy Paste of guidance to my guild:
normally your embassy level limits how many troops can be sent to reinforce your city when you are attacked
Above that limit and troops get sent home once they reach an ally with a full embassy
there is one way to exceed this limit that good alliances understand and use
if you time your troops to arrive exactly 1-3 seconds after enemy attackers arrive
they will join the fight and you will save the day instead of having your troops just march home
you do this by checking how long it takes your reinforce to arrive
then tracking how long in will take enemy to arrive at your ally's city
and sending reinforcements when the two times are equal. ignore the game warning that embassy is full and send anyway.
Having castles set up in hive in a tight checkerboard setup minimizes reinforce time and increases effectiveness of this tactic.
Since attackers lose troops permanently, instead of being able to heal like defenders can, attacking into a thick hive of players who have timed reinforce ability is very scary even for the strongest players.
normally your embassy level limits how many troops can be sent to reinforce your city when you are attacked
Above that limit and troops get sent home once they reach an ally with a full embassy
there is one way to exceed this limit that good alliances understand and use
if you time your troops to arrive exactly 1-3 seconds after enemy attackers arrive
they will join the fight and you will save the day instead of having your troops just march home
you do this by checking how long it takes your reinforce to arrive
then tracking how long in will take enemy to arrive at your ally's city
and sending reinforcements when the two times are equal. ignore the game warning that embassy is full and send anyway.
Having castles set up in hive in a tight checkerboard setup minimizes reinforce time and increases effectiveness of this tactic.
Since attackers lose troops permanently, instead of being able to heal like defenders can, attacking into a thick hive of players who have timed reinforce ability is very scary even for the strongest players.
Territory Defense
Copy Paste of guidance to my guild:
during this event very powerful monsters - much bigger than the normal ones - attack our flags and we try to defend them.
the damage to flags isn't permanent; they go back to 100% immediately after the event is over
the trick to beating these monsters is for all of our troops to fight together and reinforce the same flags
it is best to have no troops out gathering during event so that you can use all 2-4 of your marching armies for defense
you can send different armies to reinforce multiple flags but not more than one army for a single flag
during the event there is a special battle log - a shield icon in the top right of your screen
this will show you which flags are under attack and how much health they have remaining (first destroyed flag ends event)
you're all smart so you know that you should reinforce the most damaged flag first to give us best chance of reaching next wave of attacks, increasing our rewards
Additional hints:
1. during event your armies march super fast when reinforcing flags - 10 seconds or so to reach flag no matter how far it is
2. flags have a reinforcement maximum - above that your troops are sent home UNLESS there is a monster there to fight. if you have the skill, try to time your reinforce to arrive 1 second after the monster so that it joins the fight at exact perfect time
3. after a fight is won, your armies may stick in reinforce mode. recall them so that you can send troops to another flag.
4. heal often and hit "help all allies" as much as possible - it speeds up the process of getting our troops back into battle
do not send troops to flags which are not being attacked, or on solo missions. it is stupid and a waste of time.
There are four monsters - each resists the attack of a certain troop type. It is helpful to avoid sending many of that troop type when defending against that monster. The monsters and their resistance are:
Fire Demons - resist mages (imagine that mages are shooting fire, but the demons are already made of fire so take little damage). Because Mages are the most recruited troop type, these are usually the toughest to kill
Skeletons - resist archers (imagine arrows going throw skeletons without hitting bones)
Minotaurs - resist cavalry (imagine horses being afraid of bulls for some reason)
Rock Giants - resist infantry (imagine swords not being able to go through rock skin, but for some reason arrows and cavalry weapons work...)
during this event very powerful monsters - much bigger than the normal ones - attack our flags and we try to defend them.
the damage to flags isn't permanent; they go back to 100% immediately after the event is over
the trick to beating these monsters is for all of our troops to fight together and reinforce the same flags
it is best to have no troops out gathering during event so that you can use all 2-4 of your marching armies for defense
you can send different armies to reinforce multiple flags but not more than one army for a single flag
during the event there is a special battle log - a shield icon in the top right of your screen
this will show you which flags are under attack and how much health they have remaining (first destroyed flag ends event)
you're all smart so you know that you should reinforce the most damaged flag first to give us best chance of reaching next wave of attacks, increasing our rewards
Additional hints:
1. during event your armies march super fast when reinforcing flags - 10 seconds or so to reach flag no matter how far it is
2. flags have a reinforcement maximum - above that your troops are sent home UNLESS there is a monster there to fight. if you have the skill, try to time your reinforce to arrive 1 second after the monster so that it joins the fight at exact perfect time
3. after a fight is won, your armies may stick in reinforce mode. recall them so that you can send troops to another flag.
4. heal often and hit "help all allies" as much as possible - it speeds up the process of getting our troops back into battle
do not send troops to flags which are not being attacked, or on solo missions. it is stupid and a waste of time.
There are four monsters - each resists the attack of a certain troop type. It is helpful to avoid sending many of that troop type when defending against that monster. The monsters and their resistance are:
Fire Demons - resist mages (imagine that mages are shooting fire, but the demons are already made of fire so take little damage). Because Mages are the most recruited troop type, these are usually the toughest to kill
Skeletons - resist archers (imagine arrows going throw skeletons without hitting bones)
Minotaurs - resist cavalry (imagine horses being afraid of bulls for some reason)
Rock Giants - resist infantry (imagine swords not being able to go through rock skin, but for some reason arrows and cavalry weapons work...)
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