Each sector will hold 8 DAs, the first one being created from the siege army used to acquire the sector. Not just for the single army, but for the group of DAs as a whole. Good troop composition is also essential. They’ve gone to a good cause, but never short yourself to defend a sector. If they are attached troops, you can rebuild them in the barracks, but otherwise it’s as if they died and you did not pay to revive them. You will lose them from your troop inventory, so make sure that they’re troops you’re okay with giving up. Troops that are placed for DAs will be left behind in the sector, forever. So for example, if the sector requiring DAs is in the Colonial Age map, then you must use Colonial Age troops. The DA is what another guild trying to steal the sector is going to have to face, so the stronger, the better! With the exception of the All Ages map, the DA troops will have to match the era of the map you’re placing them in. One simply cannot exist without the other. While fighters provide some awesome force and aggression, those who farm troops and provide DAs provide the defense and back-up that fighters need to keep going. As is with most things in this game, balance is necessary. my favorite type!No matter how many sectors fighters secure on the GvG maps, if there aren’t troops to drop in for Defense Armies (DAs), there’s not much reason taking land if your intention is to hang on to it. 1 or two unit types makes for easy shredding, especially if you make notes of neighbor defenses and they never change their defensive set. I also plan on taking both my Basil & Deal up to lvl 15 for a 90% defensive attack bonus - think about that for a moment.Īgreed. Any attack bonus you can give your defending army is better than no attack bonus. ![]() I may not win the battle, but I'll put the hurt on an attacking army and make them think twice about coming back for more (once is usually enough for them). Your defending units now put a HEFTY dent in the attackers units, allowing you to eliminate 1-5 extra attacker units per battle that you wouldn't be able to eliminate otherwise without Basil's & Deal. Basil + lvl 5 Deal (as I currently have) you've whittled that 65% attackers defensive edge down to 20%. Basil & Deal, the attacker has a +65% defensive edge over you your defending army hardly puts a dent in their units. Think about it: you're being attacked by an army with, say, +65% attack and +65% defense. Plus, both GB's provide ATTACK BONUSES for defending units. Deal Castle provides daily medals- more than most players can acquire in a week of PvP participation. ![]() Basil's & Deal Castle calling them a waste of space, and I have to disagree, especially where Deal Castle is concerned. I've read many posts from players who bad mouth the St. Not many neighbors stay for the battle when they attack me, those that do don't fare well when the dust settles. Plus, I don't need their defensive % modifier- on defense, my % modifiers are 45% on attack (courtesy a level 10 Basil & level 5 Deal) and 218% - yep, no typo there: 218% defensive modifier (courtesy a TON of ritual flames that I seem to get quite easily from GE). I'm in LMA and drummer/color guards don't provide enough defensive wallop or % modifiers for them to be effective that far into the game. I'm not real keen on drummers or color guards. Since many of my neighbors are fond of the one heavy infantry or cavalry + 7 rouge attack, I tend to gear my defense against these type of assaults. It's a good balance to effectively counter *most* assaults.
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