Champs or IFVs or artillery if they do use a lot of artillery. PME - MG team unless they use a lot of artillery. Battle tanks are probably the most well rounded with decent movement and stats but you might be able to go harder longer with other setups depending on what your enemy uses as DAs. Modern - 8 paratroopers? (I'm only partly kidding O:)) Every unit has its place. Maybe use 2 conscripts + 6 rogues overall to keep going longer before switches. Each one has its own boost that consists of an attack bonus and a defense bonus to the units. You have two armies in your city: the one you’re attacking with and the one that is set up to defend your city. The "counter" unit to them is reliant on bonus attack and will get overwhelmed by your large boost. Defense Boost: This red shield indicates a percentage boost that will be given to the defense of your attacking army. Jaegers probably you should run more than one non-rogue if you want to keep hammering the autos. Howitzers can be with 7 rogues in general. Can you please explain why I have huge doubts on GVG feature, so I will post them as separate questions. Industrial - Howitzers if they don't run too many breech loader armies. Hello Concerning the of defending armies: Yesterday I put my army on a siege, and the sector showed that the guild had 26 of defending and attacking. Below the army's icon, you can see the army's health bar. Each time you attack, your army will fight against a random defending army (you cannot choose which army to attack). In this case there are two defending armies. Fast + Rogues has the issue that the fast is likely to take a bunch of hits and you'll need to replace it - hence the 8 fasts. It's possible to have up to 8 armies defending a sector, and you need to defeat them all to gain control of the sector. Light + Rogues might be a reasonable compromise if you want to stick with rogues. Heavy + Rogues is great if there's not too many artillery. If they use a lot of fasts though you might wind up needing to replace too often (not because you can't kill them fast but because the base defense on an artillery is pitiful in early ages, so if 3-4 survive to take swings at you it'll do some decent damage). If they use a lot of artillery, 4 artillery + 4 rogues is hard to beat as your army. It depends a lot on what the guild you're hitting uses as DAs most frequently though as to what's ideal. Can probably keep rattling off hits and just add a unit when it's dead (though i've autoed with only 6 left at times if I know it'll still win). And you can hit again with less than full armies if you need the speed. 8 fasts will be a pretty solid setup when you're only taking 1 damage when you get hit. Next two paragraphs are referring to colonial and earlier: With stats that high you might be interested in trying non-rogue setups?
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