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Thread: A guide for building a hammer [#2]

  1. #1
    Thorned Warrior
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    Post A guide for building a hammer [#2]

    Hello fellow travian players ,,,
    I decided to make this guide for making a hammer , and i put a little effort in it , not like the first one i made .

    #1 : Villages
    1- What village u should choose as your capital :
    This one is going to select how big your hammer will be , so choose carefully .
    I prefer to get a second village ASAP , better to be a cropper , best cropper you can get your hands on first , a 15 cropper with 150% bonus crops ,, Why ?? 15c can support huge hammers . It should be your capital to upgrade crop fields beyond level 10 , i normally go up to 16 crop fields level .
    You would probably need gold to NPC crops for other resources [ I am not a gold user ] .
    U could take a 9c , but as i read on another site , a 9c capital needs more time and more resources to build rather than a 15c which need much less resources and time to build .
    PS . Don't upgrade wood , clay , iron fields beyond level 8 . [ u can if u want & never build bonus iron , clay , wood buildings in a cropper capital hammer village ] .

    2- What village u should choose as your hammer village : Capital Village / Non Capital Village
    Each village have it's pros and cons , i prefer a capital village to build in , Why ?? Cuz u won't worry very much about sending crops 24/7 and capital can not be chiefed .

    1- Capital village :
    Pros :

    1- A cropper can feed it self
    2- Can't be chiefed
    Cons :
    1- Most players will look at capital villages as the first destination for killing the hammer
    2- U can't build great barracks , and great stable [ GB - GS ]

    2- Non capital village :
    Pros :

    1- U won't be worrying as much about getting your hammer killed
    2- No worry about getting warehouses or granaries full
    3- U can build GB & GS
    Cons :
    1- Big trouble and headache for crops
    2- Too much nervous if u aren't online and checking for crops
    3- Getting your hammer chiefed

    #2 : Hiding your hammer :
    Very hard unless u r sure there will be no attacks on u and you are in good ally and a good rank .
    Useless to hide your hammer if it is in your capital and you have evasion and no one knows , or if your hammer is like 1k crop eater .
    Tips :
    1- NO to hide in capital oasis , players will search in anything related to capital and other croppers
    2- Send to attack an oasis which takes 12 hours or choose a time when u will get online and go for it [6 to get there , 6 to come back ]
    3- Maybe keep it moving , or go for the hard way which is build your hammer in non capital village or reinforce to another village and keep pushing crops to that village
    4- Keep a low profile in hammer village [ or village u keep your hammer in it ] , that means u need to keep the population of that village as low as possible with getting all buildings u need then demolish them when u r done from them like academy and smithy , u demolish when u research what u want and finish upgrading your troops .
    5- Keep at least 1k scouts in hammer village and capital

    #3 : Buildings you need in capital cropper hammer village :
    Buildings u need :
    x3 Warehouses , As much granaries as u have spaces and your need , Treasury , Hero's Mansion , Military buildings [ troops ] , Smithy , Academy , Tournament Square , HDT [ for romans ] , Marketplace [ for need and NPC ] , Grain Mill 25% crop bonus , Bakery 25% Crop Bonus .
    Buildings to demolish after u r done with them :
    Hero's Mansion when u conquer all crop oasis u can .
    Smithy after u finish upgrading your attack troops .
    Academy after u research all attack units [ troops ] .

    #4 : Other villages :
    1- Feeders [ Supply villages ]
    U need great amount of resources for building your hammer , so u should raid and have good number of feeders , those villages must have maxed out resource fields , bonus resources buildings , marketplace and trade office , maybe town hall in couple of them .
    Then u can switch those feeders to build defense .
    2- Scout village
    A village that used only to get scouts and do scout tasks , got town hall and trade office becuz when u build all scouts u can , u should send your resources to hammer village

    Most important of all ::
    #5 : Troops :
    1- Tribe units :
    Romans : Imperian , Equites Caesaris , Rams , Catapults , Senator , Hero
    Teutons : Clubswinger , Teutonic Knight , Rams , Catapults , Chief , Hero
    Gauls : Swordsman , Haeduan , Rams , Catapults , Chieftain , Hero
    Those are most effective units to be used as a hammer , divide attack points to crop consumption .

    Additional Units :
    Legionnaire , Equites Imperatoris
    Axemen
    Theutates Thunder

    2- Infantry & Cavalry :
    Infantry are much cheaper there for u need to get more infantry .
    Ratio used :
    1:1 / infantry : cavalry =
    1 TK = 3 CPH [ crop per hour ]
    1 Axe = 1 CPH
    Ratio used for this is : 3 axes : 1 TK
    Meaning , to each 3 axes u build , u build 1 TK for them

    3- Rams & Catapults :
    Both expensive but u probably need , 1500 rams should be enough , 10000 [ 10k ] catas to get a village fully destroyed with 1 attack [ u need many waves on same second to prevent sniping ] .

    Additional info :

    1- 3 chiefs in hammer village is a must .
    U probably will get a village from your cropper and u will build a palace as well .
    So that village takes an expansion slot , so u need to clear that spot so u can get your third chief [ u need level 20 palace ] [ 3 spots = 3 chiefs / 9 settlers ] [ every village have 3 spots , but u build residence so u will open 2 when u have residence level 20 ]
    2 options :

    1- Destroy the village completely
    2- Chief that village from another village of yours and this will move the expansion slot to another village and u would be free on 3 spots [ if a village gets chiefed from any1 or yourself , u will get all troops built in that village disappear [ vanish , die ] ]

    2- Use hero equipment as u need but keep every equipment ready in case u need them


    Photos :
    Friend #1 :
    http://www.mediafire.com/?lso4ofiml26w1mi
    http://www.mediafire.com/?3n16aaoj164z593
    http://www.mediafire.com/?0k33ckfzjbalwbh

    Friend #2 :
    http://www.mediafire.com/?dzazs024qbcv8fv

    Me from my account [ account is 3 villages with about 1600 pop ] :
    http://www.mediafire.com/?h7xgmueqht6xaz2
    http://www.mediafire.com/?fpzgjcnnadgzza3

    ------------------------------------------------------------------------------------------------------
    Notes :
    1- This guide is written based on my experience .
    2- I've been playing for a while now and i tried Romans & Teutons only [No experience what so ever in gauls] .
    3- This is my #1 time writting a good and long and explaining guide [Should be good] , tho there will be couple mistakes in spelling .
    4- There will be couple pictures from me and friends with small and big account .
    5- I never made a WW Hammer and will never make [No action till end of game]
    6- If u have any questions or u think something is missing please PM me .
    ------------------------------------------------------------------------------------------------------
    Hope u like it

    Best Regards
    Tarek

  2. #2
    Natarian Knight
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    Big improvement over your previous so-called guides.

    The biggest con for a non-cap hammer is getting hammer chiefed, please emphasize. You would be worried more about losing a non-cap hammer. All I need to do is hit your hammer by surprise and chief your hammer before you get to use it.

    A big flaw I see in cap hammers is having no scouts. Your hammer is on auto-evade but it doesn't mean I can't send in scouts to see how big of a hammer you have. A lot of times, I see hammers with no scouts, meaning they don't even know I scouted them and when catapults start rolling in they have no idea what's going on. It's a good idea to keep a minimum of 1-2k scouts in your hammer village to prevent scouting attempts and maybe a few k defenders for the usual raiding attempts. The last time I saw a cap hammer with no scouts or defenses, I did my usual croplocking. The defender had a great time insta-building back granaries to keep hammer alive. He didn't defend with hammer, but even if he did, we know hammers are terrible at defending, so it's a loss loss situation for him. There's no better feeling than killing a hammer with minimum resistance.

  3. #3
    Thorned Warrior
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    Quote Originally Posted by gdazn View Post
    Big improvement over your previous so-called guides.

    The biggest con for a non-cap hammer is getting hammer chiefed, please emphasize. You would be worried more about losing a non-cap hammer. All I need to do is hit your hammer by surprise and chief your hammer before you get to use it.

    A big flaw I see in cap hammers is having no scouts. Your hammer is on auto-evade but it doesn't mean I can't send in scouts to see how big of a hammer you have. A lot of times, I see hammers with no scouts, meaning they don't even know I scouted them and when catapults start rolling in they have no idea what's going on. It's a good idea to keep a minimum of 1-2k scouts in your hammer village to prevent scouting attempts and maybe a few k defenders for the usual raiding attempts. The last time I saw a cap hammer with no scouts or defenses, I did my usual croplocking. The defender had a great time insta-building back granaries to keep hammer alive. He didn't defend with hammer, but even if he did, we know hammers are terrible at defending, so it's a loss loss situation for him. There's no better feeling than killing a hammer with minimum resistance.
    ok , thnx
    i edited the post

  4. #4

    Default

    Nice guide.
    If crop's not an issue then for teut's it's always better to build clubs as you get more offensive power/time then axes, it's a lot more crop but more attack power is usually worth it.

  5. #5
    Natarian Knight
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    Teutons should build clubs and TKs as they will get more attack power / build time. For those that are concerned about crop, you shouldn't be playing Teutons. If I am a Teuton and concerned about crop efficiency, I would hate myself for not playing Romans because that is one of their main advantages, crop efficient troops.

    And since you recommend building a cap hammer (no GB and GS) with a 150% 15c, I don't think crop should ever become a problem, therefore another reason to build clubs instead of axes. You might not always get a 150% since everyone is racing you to a 150%, I still say a 100% 15c is the absolute minimum. A 125% would be sweet and a 150% would be like a dream come true.

  6. #6
    Thorned Warrior
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    Quote Originally Posted by gdazn View Post
    Teutons should build clubs and TKs as they will get more attack power / build time. For those that are concerned about crop, you shouldn't be playing Teutons. If I am a Teuton and concerned about crop efficiency, I would hate myself for not playing Romans because that is one of their main advantages, crop efficient troops.

    And since you recommend building a cap hammer (no GB and GS) with a 150% 15c, I don't think crop should ever become a problem, therefore another reason to build clubs instead of axes. You might not always get a 150% since everyone is racing you to a 150%, I still say a 100% 15c is the absolute minimum. A 125% would be sweet and a 150% would be like a dream come true.
    i usually try to get a 150% if i start from day 1 , if not i go with 125%

  7. #7
    Thorned Warrior
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    and yes clubs r better in someway , but if u r comparing in time , then a couple seconds to each troop not going to make a huge difference , the resources make difference .

  8. #8
    Natarian Knight Pallosalama's Avatar
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    There is already better guides existing, why you try to make one yourself? And this guide is not focusing on certain areas, therefore its not useful. Taking cropper should not be related to your hammer ...

    And seriously, your grammar is really bad. You don't even capitalize your sentences.
    Quote Originally Posted by God King View Post
    OOO I like this, very handy tip. Cudos
    Ergo, cogito sum.

  9. #9
    Natarian Knight
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    More attack power means you will do more damage so it will make a difference, however small that difference might seem. Clubs are cheaper to make than axeman comparing resources / attack point. The only thing that axes are better than clubs is when you are comparing crop efficiency.

    If you want crop efficiency, play Romans as they are the most crop efficient tribe. If you make an axe and TK hammer, you would still have a good hammer. It's just that you could've gotten a slightly bigger hammer. It depends on play style, whether you prefer a bit more attack power or easier crop management. The more advanced guys would probably prefer more attack power.

  10. #10
    Guardsman
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    Quote Originally Posted by Pallosalama View Post
    There is already better guides existing, why you try to make one yourself? And this guide is not focusing on certain areas, therefore its not useful. Taking cropper should not be related to your hammer ...

    And seriously, your grammar is really bad. You don't even capitalize your sentences.
    Well at least there is this thread to communicate the forum was dead for weeks...



    And about hammers:
    for example you are training for months, what matters? resource or crop? crop is a resource too and btw the less crop efficient hammers are becoming more expensive over time. => teuton club hammer is the most expensive xD ( and still the strongest, but not with that much everyone thinks)

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