Defense From Attacks for Advanced Players, by gowf
V1.1
Contents
A. Basics
- Introduction
- Disclaimers
- General Tips
B. Approach to defending
- Your alliance
- Your/Enemy goals
- Other tips
C1. Mentality and Diplomacy
C2. Mentality and Diplomacy (cont)
- Crannies
- Walls
- Traps
- Scouting
- Understanding enemy mentality
- Diplomacy
- Long haul fights, Grinding
D1. Tactical Maneuvers and Skills
D2. Tactical Maneuvers and Skills (cont)
D3. Tactical Maneuvers and Skills (cont)
- Reinforcing
- Dodging
- Walking troops home
- Cutting waves
- Preventing chief takeovers using the residence
- Retaking villages
- Scorched Earth
- Misc
E1. Server Progression
E2. Server Progression (cont)
- Early
- Mid
- Late game
- Defense vs organised attacks
- Detecting fakes
A. Attacks/Defense Basics
Introduction
I have written a guide for the defensive aspects of the game as this area is especially weak in the uk servers. For those of you who don't know me, I am gowf, one of the orignal founders of 30DOM on speed. I also led apollo in the original uk speed server.
I had a similar version of this guide written about 9 months ago for members of my own alliance, before I quit travian. There didnt seem to be advanced guides for defense then and there still doesnt seem to be any now. Therefore I present a few tips and tricks on how to fend off attacks, ranging from the lightest raids to a full scale organised attack. Note - this is NOT a magical guide that will allow you to take out someone's WW army with a couple of paladin. If you have no troops to defend with or attack with, you cannot win against an opponent. no matter how good you are...
The message I'm trying to push across is that not only of the skills involved in defending, but also the mentality involved. Having the right attitude is really helpful if you want to make the right decisions. After all, defense is not just a few skills, but also deciding WHEN and WHERE to defend, how to approach the attacker, if or when to deal with him diplomatically, if counterattacking would be a good idea etc.
Disclaimers:
- My experience is mostly from speed. The normal servers are a bit slower paced and may be different (although from what some players say, it is very much similar, just 3 times slower and smaller in scale). All the build and travelling times given are SPEED. Please adjust your numbers accordingly.
- There are several excellent guides for the more newer players. This guide is aimed towards the more experienced player or new player who is willing to really spend time on his game
- If you are being farmed, this guide is not for you, unless you are willing to spend a LOT of time on the game. If you spend a lot of time on the game, you would have not become a farm in the first place.
- Not to belabour the point, but, activity, ie spending a fair bit of time on the game is the best way to stay ahead and avoid being attacked. Bigger targets are scarier targets. Sitters or duals are an excellent way to cover time you are not on.
- Basic assumptions are that you know the different sides, the mechanics of attacking, defense, and maybe village taking
- The game is mostly based on YOUR decisions. There are no perfect situations to copy here, it is just a guide on possible things you can do and what you should do and avoid. Every situation is different, so using your brain is the main pre-requisite for any effective action
- Being significantly outpowered by opponent(s) is difficult to recover from. At a certain point when one player is stronger than the other, the weaker player just cannot win unless divine intervention occurs.
- The theory in this guide is mainly to guide those players who are under attack and have an accceptable army compared to the attacker(s)
Basic Tips, Tricks and knowledge
Depending on how far you are along the server, there will be countless situations where you will be attacked. The following are some of the mechanics of attacking. They may be simple points, but it is extremely common to see experienced players falling foul of one of these:
- Armies can only attack or reinforce from the village that they are created from. Dont be caught with reinforcements in your own villages when you are dodging etc.
- All attacking armies have attack ratings. These are applied with bonuses such as that from your hero or from the blacksmith or even from gold
- All defending armies have a defense rating to horses and to infantry
- The final battle casualties calculation is a compelx interplay of these factors. If you have a plus account check out the simulations in different scenarios and mixes to get an idea of how these work. the more the attackers outnumber (as in the attack ratings vs defense ratings) the defenders, the less the casualties the attackers take in comparison to the ratio. Ie if you have 10000 attack vs 100 defense, you would expect to lose 1% of your attacking force. However, since you have vastly outpowered the defense, the casualties are less than 1%. This applies to defense vs attack too.
- Almost all large attacking forces are from ONE single base. This is because it takes about 15-25 fully upgraded villages to supply one non stop great barracks/stables village to make that superarmy. This is almost always the case with anything below 10 villages opponents.
- Common sense means that therefore, attacks not from a main attacking unit producing base are fakes. The exception of course, is when there are chieftans in the game. At that point, these attacks can be real, but will be limited in offensive ability.
- Not all attacking villages are from a 15crop village. Some people use normal capitals and some people have 15C capitals, but their troops are in ANOTHER village. The 15C is their storage site. This is especially for really advanced players who want to take advantage of the great stables/barracks.
- all troops with defense ratings have a weakness to something - the spear is weak to infantry, the praetorian to cavalry etc. Ideally you want to be focusing on the weaknesses.
- any troop movement (atk or reinf) will proceed at the same speed as its slowest unit. This is basic common sense which is sadly lacking in many players.
- know your troop speeds. The speeds are completely linear and so a speed 8 unit will get to its destination in half the time of a speed 4 unit. Catapults are always the slowest unit in any army. Rams are next.
- crannies only cover 2/3 against teutons. Any resource in the marketplace is open to raids
- Know your village system, and organise it beforehand. Some people love to spread out their villages across half a map. Dont. Distance is a massively advantage. If your villages are right next to each other, you have an easier time defending. Attackers need to time everything very closely to avoid you just defending one site, moving troops to another and defending etc. Some people start off one village and then shift everything far away. Fine to them, but shifting everything several places far away just means reinforcements and supplies are difficult to organise. The possible village resource variation is not exactly difficult to find - 444/6 or 345/6 or 9/333 or 15/111. Most good players find a decent 15C and try to root themselves around such an area.
-NB version 3.5 will have more varied village field distributions 7Cs, 11Cs etc.

