Saturday, July 16, 2011

Want your own guide on here?

Email me at john.cueden@gmail.com if you want your very own TW guide published on here, mail me for more info.

Tuesday, June 28, 2011

Usefull websites

These websites listed below are more for the advanced player, but anyone can use them if you know how and why you would use them.

http://zomgtw.net/en/56/index.php

Note: This link above is for World 56, change the world to the one you play before you do anything.

ZomgTW is very useful for calculating village builds and calculating attacks. Also it is very helpful when you need to generate a list of villages for farming to put into your farming script. I mainly use this site for the "Farmfinder" and "Backtiming Calculator" tools.


http://en56.tribalwarsmap.com/ 



Note: This link above is for World 56, change the world to the one you play before you do anything

Tribalwars maps is excellent for telling you when your foes are online or the last time they where online.  Very good for giving you a detailed informational package on a specific person, i.e tells you their points, Opponents defeated, last time they attacked and defended from someone, their tribe's information.

I would highly recommend these two sites if you want to further your tribalwars skill. 

Monday, June 20, 2011

W56 Pointers... Part 5

Ok so I got some more villages under my belt, Again the magical formula is level 30 pits in all villages, without resources you cant do that much. Once you have a nuke together build a train. Once the train is up and running just scout a village, clear it and noble. Keep on doing that until your nuke is destroyed. Build the nuke and train back up and you should be able to build an additional nuke because of the possible villages you have taken over.
Once the nukes and trains are in operation, scout, clear and noble. Then repeat the cycle over and over again.

Monday, June 13, 2011

Nukes

Ok we call Nukes because they are simular to the Nukes we have today in real life (Yes those big explosion things).

The idea of a Nuke is to clear all the defensive troops in a village, if it does not kill all the troops then it is not a Nuke, it is an attack.

Common mistake I see people doing is calling their offensive armys Nukes and then losing their army. That would again be called an attack. Some players prefer to use the name "Nuke" as a fully maxed out farm offensive army also.


Units and what they are meant for

Axe - Attacking Spears and horses
Light Cavalry - Attacking (And farming on farming worlds)
Spears - Defending against Horses
Swords - Defending against footmen
Archers - Defending against footmen
Heavy Cavalry - Defending against footmen and attacking footmen and horses
Mounted Archers - Attacking archers
Scout - Gathering intel on a village
Rams - Attacking the wall
Catapults - Attacking any building including the wall
Noblemen - Taking over a village

Trains



In tribalwars we call a 4 nobleman attack a "Train" because it has 4 attacks (4 attacks is enough to take down the loyalty to 0). If you think of a train  go past you, you will see that the carriges follow closely behind the first carrige. So the carriges will be the 3 nobleman behind the 1st nobleman that we will call the drivers carrige.

So a train has 4 attacks with a noblemen in each attack, with each attack followed closely behind the first one.

Trains are usually sent by the same 1 village, but can be sent by a number of villages but it is harder to time the attack and avoid sniping.

Sniping

Ok now we know what trains are we are about to know what sniping is.

The concept of sniping is simple, Make support land in between the train attack.

I will show you what a train looks like:

= <-- That will be one noblemen, so a train will look like this:

====

4 noblemen right? This what our defense marker will be "/"

So our defense will look like this

/<---

If we where to snipe a noble train we wouldnt make out defense land like this:

/====

Or this:

====/

But make it land like this:

=/=== or ==/== or ===/=.

So it will break the train and therefore the village will not be nobled because all 4 nobles have not sucessfully attacked the village as our defense landed between the attacks.

Backtiming

Backtiming concept is again simple.

The enemy attacks your village. You send your troops out of the village to avoid being killed by the attack, then you call your troops back just after the enemys attack lands and does nothing, then you attack the enemy right away so when his troops arrive home your troops follow closely behind and kill off his.

You only backtime with offensive troops, idea is to kill his offensive army with your offensive army, and you do this by backtiming.

Writen by Ozzzzk 06/06/2011

Landing attacks at the same second from different villages

http://www.twstats.com/en56/index.php?page=attack_planner <--- As you can see in the "en56" part of this link this is the English W56's attack planner link, so say you where in server 45 or 29 you would just replace the "en56" with "en45" or "en29" to get the server you want for example. Just use the site and fill out the data feilds and select which village(s) you want to use.

Also just remember if you have just sent your train of nobles and for example they land at 13:20:46 Server Time, you will want your clearing attacks to land before 13:20:46 not after.


Friday, June 3, 2011

W56 Pointers Part 4

Ok finally found the magical formula and nobled my first village.

What I did was rush resource levels to level 27 for wood and clay, and 25 for iron (Did not build anything, no troops, nothing) , then built my academy, as I was building my academy I built pure offenseive troops. I then nobled a village going for level 30 pits.

Currently nobling my 3rd village now as we speak.

I will update this soon when I get a couple more villages. Right now the strongest player in my 30*30 is me.










W57 Settings

Speed:1.25
Unit speed:1.0
Paladin:Yes, with weapons
ArchersNo
Church:No
Noble system:Gold coins
Morale:Points & time based
Bonus villages:Yes
Barbarian villages:Grow to 2500 points
Tech system:Simple
Beginner protection:3 days
Tribe limit:150

Offensive and defensive configuration

Offensive Configuration


(A.1.) Only Axes

19.500
230

Farm space: 20.650

Offensive power against spears - 100%
Offensive power against swords - 40%
Offensive power against archers - 40%
Offensive power against Heavy Cavalry - 73%

* Very good to kill spears



(A.2.) Only Light Cavalry

4875
230

Farm space: 20.650

Offensive power against spears - 34%
Offensive power against swords - 100%
Offensive power against archers - 41%
Offensive power against Heavy Cavalry - 100%

* Very good to kill swords and Heavy Cavalry



(A.3.) Only Mounted archer

3900
230

Farm space: 20.650

Offensive power against spears - 73%
Offensive power against swords - 26%
Offensive power against archers - 100%
Offensive power against Heavy Cavalry - 40%

* Very good to kill archears



(B.1.) Axes and Light Cavalry - [2 : 1]

6.500
3.250
230

Farm space: 20.650

Offensive power against spears - 88%
Offensive power against swords - 100%
Offensive power against archers - 41%
Offensive power against Heavy Cavalry - 100%

* Very good to kill swords and Heavy Cavalry and also good to kill spears
* Bad to kill archears



(B.2.) Axes and Light Cavalry [4 : 1]

9.500
2.500
230

Farm space: 20.650

Offensive power against spears - 100%
Offensive power against swords - 100%
Offensive power against archers - 41%
Offensive power against Heavy Cavalry - 100%

* Very good to kill spears/swords and Heavy Cavalry
* Bad to kill archears



(C.1.) Light Cavalry and Mounted archer [2.5 : 1]

3.250
1.300
230

Farm space: 20.650

Offensive power against spears - 49%
Offensive power against swords - 100%
Offensive power against archers - 100%
Offensive power against Heavy Cavalry - 100%

* Very good to kill swords/archers and Heavy Cavalry
* Bad to kill spears



(C.2.) Light Cavalry and Mounted archer [1.3 : 1]

2.500
1.900
230

Farm space: 20.650

Offensive power against spears - 55%
Offensive power against swords - 94%
Offensive power against archers - 100%
Offensive power against Heavy Cavalry - 100%

* Very good to kill archers and Heavy Cavalry and also good to kill swords
* Bad to kill spears



(D.1.) Axes and Light Cavalry and Mounted archer

5.000
2.500
900
230

Farm space: 20.650

Offensive power against spears - 85%
Offensive power against swords - 100%
Offensive power against archers - 100%
Offensive power against Heavy Cavalry - 100%

* Very good to kill swords/archers and Heavy Cavalry
* Not bad to kill spears



(D.2.) Axes and Light Cavalry and Mounted archer

7.000
2.500
500
230

Farm space: 20.650

Offensive power against spears - 100%
Offensive power against swords - 100%
Offensive power against archers - 74%
Offensive power against Heavy Cavalry - 100%

* Very good to kill spears/swords and Heavy Cavalry
* Not bad to kill archers



(D.3.) Axes and Light Cavalry and Mounted archer

6.000
2.500
700
230

Farm space: 20.650

Offensive power against spears - 94%
Offensive power against swords - 100%
Offensive power against archers - 96%
Offensive power against Heavy Cavalry - 100%

* Very good to kill swords and Heavy Cavalry and also good to kill spears/archers




Recommended Offensive Armies to Play


* Specialized villages:

If you like to play with villages with only one type of offensive unit I recommend you to play with armies A.1. and A.2. and A.3.
When you know the type of defence configuration that your enemy have this option [A.1. A.2. A.3.] it’s the best.
You can use the offensive unit more powerful against him.
But I just want you to know that making only one type of offensive unit in one village take a lot of time.


* Combo villages:

If you want to make 2 types of units in each offensive village you can use one good combination.
I recommend you to play with B.2. and C.2.
B.2. army is strong where C.2. army is weak and C.2. army is strong where B.2. army is weak.
Some players don’t like to make axes and Mounted archers in the same village so here is one good option.


* Only one type of offensive army:

If you don’t have time or patience to make different offensive armies I recommend you to play with D.3. army. D.3. army is very solid against all type of defensive units
It’s not very strong but have one advantage ... don’t have any weakness.
With D.3 army you can strike without scouting before because he will basically kill what the village has there.

Friday, May 20, 2011

Tribalwars Poem

Oh you stand about, hopeful and excited.
A village full of people, ecstatic and delighted.
It's brand new, what should I do first?
Let's get as many points as possible, that's sure to work!
If I get enough points people won't attack.
Maybe you should think twice before you slack.
An upgrade here, a new building there
Your enemy isn't showing up anywhere!
All goes well until on the horizon,
Incoming troops and their number is rising!
Maybe you should have built that extra spear.
Your citizens can do nothing but cower in fear.
He empties your resources and destroys your wall.
His troops quickly surround your town hall.
Coming down the road, stealthy and mobile,
It is none other than the enemy's noble.
Your loyalty is dropping, what do you do?
It is too late now, there is no hope for you.
Your villagers love him, they think you are rotten.
No one cares about you, you have been forgotten.
As you and your remaining villagers flee,
The other tribe's leader is laughing with glee.
They take your town's name and make it a number
Merely a reminder of his glorious plunder
As you flee to the rim you find a new dream,
New buildings, new citizens, and a chance to start clean.
Hopefully this time you won't repeat your mistake,
And learn that upgrades aren't the only thing to make!
Troops are important, this fact is true,
Because points do not win wars, troops do!

Friday, April 22, 2011

W56 No haul world pointers continued... Part 3

One tiny problem with this strat is that you have to be extremly lucky  for this to work out. The problem was I was not extremly lucky with it, I had received a scout attack and I had minimal troops, and yeah you can work out the rest. But to not waste time I have restarted and am now testing out this strat:

All resource levels to 15, then start doing a combination of  getting nobleman, building troops and wall plus still improving the resource levels.

Stay tuned for part four when I get up to the stage of nobling (around 2 weeks ish)

But for the time being I restarted and now on 69 points, instead of 3345.












Thursday, April 21, 2011

W56 No haul world pointers continued... Part 2

If you are using this strat and finding you have too much resources, do not worry. Put around 10 farm levels into the que, and with each farm level you build, just build troops to fit your playing style. If you find out that you are having more materials then others, just build your market to an appropiate level and try and balance it out there, if that does not work, and say you have too much iron, just build some units that use the most iron up, like Heavy Cavalry (both offensive and defensive unit) or whatever excess materials you have provided your using them up too in the Headquarters.

Also do not worry about mixing your village at this point in the game because you only need to build pure villages of certain troop types when you have too (when you hit level 30 farm) but you can start to build pure villages when you actually get 2 or more villages, but since you just have one village, do what you want but remember to keep the troops pumping out of the barracks.

Tuesday, April 19, 2011

W56 No haul world pointers continued...

Getting all resources to level 30 without building any troops or hq/statue ect will be pretty difficult if you are a casual player, but will be average difficulty if you are a serious player, but generally the rewards should pay off a million times. I am currently doing this strat at the moment, but I have one problem. I have too much resources. Yes thats right too much resouces, currently my resouce levels are 28 clay, 28 wood and 20 iron, and my warehouse is 215k of each resource.

My warehouse will be full in a few hours, but I have another warehouse level in the que almost built so I will be alright for the time being. Another problem I face now is to get rid of these resources, If I upgrade my HQ I will only use up around 200 of each resources per level (It increases but lets use this as an example) and say I upgrade it 2 times per hour and that costs me 400 resources (again an example), my mines are pulling in 3.5k resources per hour.

If you can do mathematics then you can figure out that yes I am getting more resources then I am using. But this will be an advantage when I get into nobling stages and start to store packets, the only problem is I have to get to that stage without resources overflowing....

To be continued.


Tuesday, April 12, 2011

Troop count throughout 1 month

Hello,

This is one of my W55 accounts, Started the world with ~130 points, and finished with 28.9k points and 8 villages. Here is how my troop count went throughout the time I played the account:

START: 1 village, ~130 points. 27/02/2011

START OF TROOP RECORDING
Server time: 12:13:42 01/03/2011
troops: 318
Server time: 12:08:28 02/03/2011
troops: 428
Server time: 12:58:03 03/03/2011
troops: 537
Server time: 12:53:04 05/03/2011
troops: 938
Server time: 2:20:40 07/03/2011
troops: 1305
Server time: 14:49:41 07/03/2011
troops: 1456
Server time: 13:17:29 08/03/2011
troops: 1713
Server time: 8:53:05 11/03/2011
Count: 2436
Server time: 2:11:46 13/03/2011
Count: 2572
Server time: 12:14:36 15/03/2011
Count: 3415
Server time: 12:16:58 16/03/2011
Count: 3989
Server time: 13:04:34 17/03/2011
Count: 4549
Server time: 13:19:59 18/03/2011
Count: 5006
Server time: 11:56:49 19/03/2011
Count: 5220
Server time: 13:52:39 20/03/2011
Count: 5910
Server time: 14:23:55 21/03/2011
Count: 6616
Server time: 12:13:29 22/03/2011
Count: 7252
Server time: 12:59:58 23/03/2011
Count: 7984
Server time: 18:38:16 24/03/2011
Count: 8871
Server time: 12:05:45 26/03/2011
Count: 9272
Server time: 13:47:43 28/03/2011
Count: 7754
Server time: 15:21:24 29/03/2011
Count: 8724
Server time: 13:52:42 30/03/2011
Count: 9627
Server time: 14:29:22 31/03/2011
Count: 10819
Server time: 19:31:32 01/04/2011
Count: 11978
Server time: 14:05:08 02/04/2011
Count: 11248
Server time: 13:54:38 03/04/2011
Count: 12563
Server time: 14:26:53 05/04/2011
Count: 16342
Server time: 13:43:30 06/04/2011
Count: 17974
Server time: 14:13:36 07/04/2011
Count: 19723
Server time: 3:30:10 09/04/2011
Count: 12327
Server time: 15:24:54 10/04/2011
Count: 16016
Server time: 11:39:00 11/04/2011
Count: 17568

END: 8 vilages, 28.9k points.

Server time: 13:27:08 12/04/2011
Count: 19412

10005 Axemen
711 Light cavalry
0 Rams
355 Catapults
Defensive Units
5193 Spear fighters
2 Swordsmen
3146 Heavy cavalry
355 Catapults
0 Militia
Other Units
0 Scouts
0 Paladin
0 Noblemen

101k ODA 

Saturday, April 9, 2011

World 56 settings


W56 settings
 
Speed: 2.0
Unit speed: 0.6
Paladin: Yes, without weapons
Archers: Yes
Church enabled: No
Noble system: Cheap Packets (rising costs)
Morale: Points and time based
Bonus villages: Yes
Barbarian villages: Grow very slowly to 800 points
Tech system: 10 levels per unit
Beginner protection: 5 days
Tribe limit: 100
Other info: Players can choose their starting direction. There will be an attack and support gap of 100ms. Hauls are disabled. Customized starting building levels.

Monday, April 4, 2011

Morale Basher

What is a Morale Basher?

Ok basically a Morale Basher is a smaller point player that helps a bigger point player by attacking the bigger players noble targets.

Why doesn't  the big player just attack their noble target instead of getting someone else to do it for them?

Higher morale of your troops means that they will not suffer as much losses as an army with low morale. When bigger players (by bigger I mean point wise)  attack smaller players they have reduced morale, and so with reduced morale when they are attacking means that they will incur more losses if they would attack a player with a higher morale attack.

So as you can see above the bigger the player = bigger morale penalty when attacking players smaller than them, but they have no penalty if they attack players that are bigger than them. Let me put this into more simpler terms below:

Bigger player (a) attacks smaller player (b) <---- Increased penalty for morale = more losses.

Player (a) attacks player bigger than them (Player c)  <--- No morale penalty as the smaller player is attacking the bigger player = less losses than if you where attacking player (b).

So the whole Idea of a morale basher is to not suffer a great deal of losses from the morale penalty. Instead the bigger player effectively hires a smaller player to attack players of their size or similar to not let the bigger player waste their troops because of the morale penalty. Paying  of the smaller player from the hiring can come in forms of resources, support, villages and more importantly respect.


Calculation

Morale is calculated by dividing the defending players points by the attacking players points, multiplying this by 300 and then adding 30.

30 + ((defending player's points/attacking players points) x 300) is the formula. This should match the numbers given in the simulator when rounded to the nearest whole number.
(Reference: http://wiki.tribalwars.net/wiki/Morale  )

Written by Ozzzzk,
Contact me in  W56 by the username "Ozzzzk" just state the tile of the message "TW Blog"
References: http://wiki.tribalwars.net/wiki/Morale


Saturday, April 2, 2011

W56 No haul world pointers

Ok first of all you need to know what brings in the resources. Farming? Nope, resource mines? Yep. So it would make sense not to LC rush at the start because there will be no point as farming is disabled.

But how will I get resources faster than other players to put me into the lead?
Build resource mines and warehouse only. Do not get into the hype of *If I build my statue, and my HQ and maybe a farm level I will be the highest point player in my area and maybe even the world!*

You need to focus all your resources on resource levels only, this is the only way to accumulate resources faster than someone building up their HQ ect. So it makes sense to say that the higher the resource level the higher the hourly output right? Correct.

Also I do not see any point in building troops at this point in the game since there are no nobles out yet and you can not be farmed because of the no haul aspect of the world.

You will find that your points will grow slowly at the start of doing this strategy, but you will see a more stable point increase overtime than most of the people just building statues, hq and farm levels ect...

So main things to note:
1) Just build up your resource levels and warehouse when you need and try not to get into the point boosting hype at the beginning of the world, you need a stable sources of resources fast. Also you may need a farm level in the future because your mines take up population.

2) No point in building troops for the time being, at least wait until you have enough hourly output of resources first, but after all it is entirely up to you.

3) This world is better suited the casual Tribal wars players, and some people will say that this will be the tribal hugs world of tribalwars because most people will be building defensive troops instead of being agressive and building offensive units. If you are new to tribalwars or a little more experienced this world will be a good learning curve for you because if you play your cards right on this world, just imagine how good you will be when you join a farming enabled world.

Well thank you for reading, If you play W56 and want to contact me, just send me a mail to oJvCo with the subject of the message titles "TW Blog"

Thanks,

oJvCo

Disclaimer: Following this strategy is up to you, but do not use this strategy word for word because every TW player has different circumstances they have to deal with, use this as a general guide path.
Written by oJvCo/Author of Tribalwars Hints and Tips blog.

Wednesday, March 2, 2011

Script: Mass Incoming Renamer (v7.0 update, Premium Account only)

1) Go to Settings --> Edit Quickbar.

2) Add new link

3) Type in as follows:

Entry name = Mass Incoming Renamer

Image URL: (Use one from here)

Target URL = 
javascript:function labelAttacks() {var arrInputs=document.getElementsByTagName('input');var regAttack=new RegExp("Attack");var strDate=document.getElementById('serverDate').innerHTML;var strTime=document.getElementById('serverTime').innerHTML;alert(arrInputs.length);for(i=0;i

4) Click "Ok"

5) When under attack, Click the quickbar link that you just made.







Monday, February 28, 2011

How to effectivly communicate and be a team player

Working with Tribe Mates

Introduction

This chapter is about being a good team player and how to effectivly communicate.

Importance of Working Together.

People work together to achive a common goal. This common goal could be attacking a player or tribe, or sending support ect. The way the players work together have a significant effect on the efficiancy of achiving the common goal as well as the satisfaction and enjoyment you get from completing the common goal. To be able to achive a common goal with others, each player has to:

- Identify their role and responsibilities as well as the roles and responsibilities of the other tribemates.

- Plan their activities so the fit in with the common goal, objectives and task requirements of the players involved with the common goal.

- Work effectivly with tribemates by applying interpersonal and communication skills.

Roles, Responsibilities and Group Goals

Individual and Tribe

Carefully planning, applying tribe standards and accepting responsibility for your own work could be a discription of your individual role in the tribe. But in most situations you will be working together in a team or as the tribe as a whole.

Acheiving Group Goals

Tribe goals might be formal objectives listed in the tribal planner page provided by the duke/barons, or they could be an unwritten agreement among tribe member that they should work together peacefully, and get the job done as quickly, most cost effectivly and efficant as possible. The way the tribe or team goes about the goals will be affected by many things ie number of people in the group, skills and personalities of team players, language barriers and other communication problems that could  exist in the tribe.

Make sure the team or tribe has a good understanding of what you are aiming to achive in the goal (allocated work, requirements and deadlines ect) and understand that everyone should work together to get the job done. It is responsible that all team members and tribemates to work towards acheiving common goals.


Contributing To Group Activities

As a tribe member you must be prepared to contribute to tribe activities. It does not matter where you fit into the group or how skilled/experienced you are, you can still make sensible and worthwile suggestions and be helpfull in your actions. Your contribution to tribe activities will change as you gain more experience and skills, but always be prepared to have your say and do your share, but keep in mind that other tribemates may not appreciate an inexperienced 'Know-all' in the tribe or team.

Common Goals

Planning to achive common goals is the responsiblity of all members of the tribe or team. Tribe or team requirements need to be identified and clarified so that all members of the group have a clear understanding of what the tribe or team is required to do. Ie your tribe or team might be given the task of clearing and nobling a player or tribe. Each player involved needs to have a clear understanding of the common goal (To attack the tribe or player to the requirements of the tribe). This can be acheived through group discussion.

When you understand the requirements and what you have to do in order to acheive the common goal then you are in a better position to plan your own part of the common goal.


Working With Your Tribe And Allys

Prioritys and Deadlines

It is  very good idea to work out which part of your task is the most important or which parts need to be done first. For example you are taking out a tribe or player, first you have to prioritise an attack force, then take out their most threatning player or village. In your tribe, team or own planning you should set priorities and deadlines by talking them over with other tribemates that will depend on your progress.


Checking Progress

As mentioned above, the work of other tribemates will often depend on your progress. It is very important to let other tribemates know how you are progressing. When there is co-operation between the tribe, goals get done much more efficiently because everyone is working towards common goals.


Effective Communication


Shared Responsibility

When two tribemates comminicate or exchange information and ideas about a goal, they should both be responsible for making sure that the information has been communicated properly. The giver mut make sure that the information has been received correctly and the receiver must be sure the communication is understood with the same meaning the giver intended.


Written Communications

Writen communications that you receive in the tribe can come in the form of messages, alerts, task instructions, requirements and specifications and task procedures. Be sure to read them carafully and be prepared to ask if there is something you dont undertand. Written communication that you give others could include reports, forwarded message ect.

Your written communication should be completed and as accuratly as possible, if you dont write properly the information could be mis-understood by the person who has to act on it.

Preparing Written Communications

Clearly and effectivly communicating is part of your responsibility to the players you work with. Some guidlines are as followed:

- Present your ideas in clear, simple language.

- Stick to the point and be concise.

- Attend to comminication (correspondence when it is required, dont put it off.

- Make sure your correspondence meets required standards which could be set out in your tribe's manual of procedures.

Graphic Communications

Graphic communication received could be in the form of world maps, K maps, pictures, drawings, or a combonation of all. Make sure you know enough about these drawing techniques to help you interpret graphic information correctly.

Detailed graphics are usually prepared by experienced players, but simple sketche can be performed by anyone.

Responding To Communications

A communication that is given to you from your tribe may be necessary for the successful completion of your common goal or it could be a request for information from someone else. Most times you will need to act on information, instructions or requests straight away. You own goal requirements and the goal requirements of other players of your tribe or allys could depend on how quickly you act on the communication you have received.

Thank you for reading.

Written by oJvCo,
REFERENCE: Engineering, An Industry Study, Third Edition Pages 42-50, written by S.D.Baker and D.Schlyder.

Saturday, February 26, 2011

Hello TW Players!

 This blog has been recently updated. Hope you like the new content.

Regards,

John







Dodging and Backtiming Guide by xyziz

Well i made this in w26 some time ago, decided to share it now. Don't know if there has already been one posted, but anyway. Here it is:

Note, you need premium account to do this.

So, you find yourself in the situation where the person you have attacked has dodged with all his offence and sent the attack to arrive ~1 second after your troops get back. You think ZOMG WTF HAX!!!one11! HOW TEH FAR AM I TO DODGE IT (or maybe not that dramaticly, but yeah).

anyway, here is what to do.

step 1:

As the attack gets to say 1.5 min before your offence arrives back. The first thing you do is send all other troops in your base to go find some nice little village to go visit, so you have absolutely no units left in your base.

step 2:

Go to any report of an attack you have made (doesnt matter on who, where, when, outcome etc.)



and then clicky on the attack with all troops:



step 3:

Because all your troops are out of your base, you will get the following screen pop-up:



Now, as soon as your troops get back into your village, the page will automatically refresh, so what you need to do is have your mouse over where the ok button is to send the attack, which should be about where the red cross is on this (provided you leave your screen scrolled as much to the top as possible) Note i used a graphical package so the ok button may be slightly different for non-graphical packs (cant remember which one i used either):



Then provided your net is fast enough you should be able to dodge.

EDIT: Don't forget to click the OK button, it was brought to my attention that i forgot to mention this.

Hope this helps.

Xyziz

Non Premium Guide by Wallam

Hi all,

This is a guide I am writing to share with you guys some sneaky tactics. It is the first guide I have ever written so be nice =D

First Tactic - Sniping the noble

This is the first tactic I am going to share with you guys. You probably all know it anyway but it’s good to be sure. It’s called sniping the noble.

When you are under attack on a village the best way to take that village from an attacking point of view is to send a noble train which usually comprises of 4 nobles one after the other, sometimes 5 if you really want to be guaranteed the village. This is a good timed noble train which I sent. The attacks are hitting in the same second, which makes it difficult for people to use the tactic I am talking about.



Now before that a clearing attack will be sent from a different village. So a few seconds before the noble train hits the clearing attack hits and so they can’t rebuild their defence before the noble hits. The tactic that I am going to show is dodging the clearing attack but then recalling the support to defend the nobles...

There are two ways of doing this. The first is to send away an attack on another village with your defensive troops, just before the clearing wave hits. You then cancel the attack and make sure it comes back after the clearing wave but before the nobles and so all the nobles are killed but the clearing attack does not kill your defensive troops and leave the village exposed. However this tactic has its flaws. For example if cats were in the clearing wave or one attack you thought was a ram fake was actually cats hitting your rally point then you could not cancel the attack and so your village would get nobled. A rally point takes 4 minutes to build and so as long as the cats hit less than 8 minutes before the nobles you would lose your village. Why 8 minutes? Because it takes 4 minutes to go out and 4 minutes to be cancelled.

The second way is much better in my opinion. What you do is either send your troops away and cancel them using the rally point before any attacks hit or you send them to support an abandoned village and withdraw them between the clearing and noble attacks noting the time it takes to get from the abandoned village back to the village you are trying to defend. If you have multiple villages another alternative is to send support from another one of your villages to land between the nobles and the clearing wave. This picture taken by me shows me sniping a noble train using the tactic I just mentioned.



You might notice a cancelled attack at the top of the screen and that was to dodge a scout attack that had just hit.

I find it better to let the first noble hit and snipe the other three as usually people send a larger forcer with the first noble in case the clearing attack has not fully cleared a village they can still reduce the loyalty and so I let the first noble hit and snipe the other 3 attacks.

The best way to snipe is to have a new window open with the times the attacks will hit but minimize it so you can still see the times and underneath have the button ready to press to send the snipe to the village. Your screen should look something like this.



Identifying attacks

The problem is with this tactic you have to be able to identify attacks. This is a topic I will say a short bit about now.

There is only one way to identify attacks accurately and that involves being online when the attacks are sent. In times of war when you are sleeping make sure you always get an account sitter so he can snipe noble trains/ identify attacks. This is especially important if you are on the frontlines. What you do is note the time that there was until the attack hit when you first noticed it. Don’t bother trying to identify them unless you are within a few minutes of them being sent. Then you go to the attack screen and type in 1 of a unit. E.G 1 spear and see the time it takes to get to your village. The closest time for 1 unit to the original time you noted down will have that unit in but remember the time you have noted down should always be smaller or the same as the closest unit. If you get it bigger than you have done something wrong or that unit is not involved in the attack.

To help you identify attacks. I suggest you build at least one of each unit (except nobles) in all of your villages. I know you specialize village but 1 ram is not going to take up too much farm space is it? You don’t build nobles for 2 reasons. The first is that they are very expensive and useless to have in a defensive village except from noble fakes (but we will come onto that later). The second is that if the attack is slower than ram speed than the attack has to contain a noble as rams are the second slowest unit but the nobles are the slowest and so it has to contain a noble.

Another tactic of identifying attacks works in the same way however instead of using units to work out the time you use an external site with a distance calculator on such as tribalwarsmap or twstats. Then you navigate the site to get onto the world you are being attacked in. Underneath each world there will be a function called distance calculator or travel times depending on which site you use. Click these and follow the instructions to work out which unit you are being attacked by. A screen will come up like this depending on which tool you use.

Tribalwars Stats:



Tribalwars Map:



Both of these methods give a list of travel times of each unit to the village and so it is another effective method of indentifiying attacks. If you have lots of attacks starting at the same second press PrtSC (print screen) and copy that into a paint document. Then use the times shown on that to help you identify the attacks than noting the times down. This is because otherwise you may not be able to note down all the times quick enough to accuratly identifying the incoming attacks.

Second tactic - Stopping Sniping of nobles

The second tactic is putting cats in a clearing attack or as a fake attack. This as I have already mentioned will stop the sniping of nobles however this attack will not work on experienced players due to them using the tactics that I have previously mentioned. A key to sending these attacks is sending them when your opponent is offline and so he cannot identify them. Now luckily the cats and rams travel at the same speed and so hopefully your opponent will think that an attack is a ram fake rather than a wave of cats. Make sure if you want the opponent to think it is a ram fake that you have already cleared the village with a different attack before the cats come in otherwise your cats will die and your nobles could get sniped. Now make sure the fake is less than 4 minutes before your last noble otherwise the rally point could be rebuilt in that time. This picture illustrates the tactic I just mentioned.



As you can see the attacks marked with a red dot are just normal ram fakes. However the clearing wave marked with a green dot has been disguised as a ram fake. The cats are just after and destroy his rally point. Then you have the noble train marked by the purple dots and finally the support for the freshly nobled village marked by a yellow dot. You may have noticed the noble train is not particularly well timed. With you destroying the rally point it does not have to be although it does help if the person uses the second method of sniping as it makes it much harder to snipe. (I did this pic as a tutorial so I could not be bothered to cancel and do it again =D. Usually my train would be four nobles in the same second in that situation but I was feeling lazy today =D). The flipside of this however is that players are more likely to use the first method of sniping on trains which are badly timed as it is an easier method of sniping as takes less time to set up. This is especially plausible in war where the player is likely to be receiving 30+ incomings on each village. However If a train is well timed it is easier to use the second method of sniping as it indicates the player is experienced and might try a few sneaky tricks of his own. Remember this tactic does not work on experienced players who use the second method of sniping and so it is always good to get the nobles the same second, and if not for any other reason to practice your timing.

Third Tactic - Support fakes

The third tactic to share with you guys is called support fakes. This is a devious tactic to make it look like you are nobling a different village to the one you are actually going for. This is the answer to the question, wont the support to a village destroy the point of fakes as it will be obvious which village you are planning to noble. The tactic is to send fake support to other villages that you have a fake noble train to. What you do is make 4 or so ram fakes look like a noble train by having them really close to each other and then put a few looking fakes before that. Then send 1 swordsman or another defensive unit as a support to hit just after the last ram. This means they will think that this village is getting nobled as well. If you do this to multiple villages it means he cannot move support around from one village to another. This increases the chance he will choose the wrong noble train to snipe because all your fakes noble trains and real ones should land at the same time. This would mean he only has the possibility of sniping one of the noble trains and fake noble trains and so the chances he chooses the right one are very slim. The attacks should look something like this.



Remember the support fakes should only be one defensive unit. Using swords is the best as it makes the fakes look more realistic if the owner of the village you are faking is online. Obviously you send real support to the village you have nobles’ en-route to and be careful not to mix up support fakes to the villages you have nobles’ en-route to.

Fourth Tactic - Nobling your own village

This tactic is very evil and can be used very effectively in certain situations. It is best used on a village right in the middle of an enemy cluster or you know you are going to lose. What you do is clear your village of troops and noble yourself 3 times make the last noble just before enemy attacks hit. Then the first noble of the enemy takes the village and then he nobles his own village another 3 time wasting his own troops and nobles.

Now in this situation you have two options. You can either laugh at the person who noble themselves and think how great you are or you can noble back the village. This all depends on the positioning of the village, if you don’t think you can re-take and hold the village then ignore the tactic I am about to mention. However if you think you would be able to hold the village after you have retaken it this is what you should do.

Attack your own village between the time of their last noble attack and there support arriving. This is an evil tactic as not only will they have cleared there own village for you and only have a few hundred troops in there, they will support your own village once you have nobled it back. This picture illustrates the scenario.



As you can see the enemy clears the village then nobles it with his first noble. He then proceeds to noble himself another 3 times before you come in and noble it straight back before the support arrives. This tactic is evil, but it works very well. Again, it is important to get the timing right otherwise you end up nobling the village either after the enemy support arrives or before the last enemy noble making the enemy noble the village straight back.

Fifth tactic - Mailing your enemy

You are probably thinking, what is he on about, what will mailing my enemy do. I can assure you I have used this tactic before and it worked beautifully. What you do is write a mail such as this one I used to convince the enemy you are a spy in your tribe working for there tribe.

Quote:
Originally Posted by don’t worry
****** on 24.05. at 18:56
Hi,

I am an There tribe spy working in your tribe and so I am mailing you to say don’t worry. All the attacks I am sending you are fake, but I had to send you one real one as they sit our account regularly to make sure were not spying. The support however is real but you might question, why am I splitting it up between different villages, why not send all my support from one village to one of your villages. Again it is to do with account sitting, I can claim that I accidentally typed in a couple extra 00's on each attack but if I send a huge amount it looks suspicious.

Again, don’t worry, the rest of my attacks to hit should be fakes.

- **********

P.S Delete this message after you have read it and replied and I will do the same (please reply to show me you understand). This is because I know there are Your tribe spies in their tribe, but I haven’t worked out who yet and so they might see this on your account. Please do not post this in there tribe forums as again there are your tribe spies in their tribe and my cover could be exposed.

P.P.S I should not tell you this, so please don’t tell There tribe leader It is because I know you have a lot of attacks hitting and so I wanted to take a load off your mind and let you concentrate on the real ones.. but if There tribe leader finds out he could get mad.. So please don’t tell him. I did it as I don’t want you to worry.. I know what its like to have loads of attacks hitting your villages ;)

******* on 24.05. at 22:30
Wait.. I just discovered a sitter sent a noble train at your village.. damn. The village in question is Actual village.. hopefully you can snipe it in time..

Don’t worry though about paying me back for the noble costs, I should have it covered..
Not only did this work beautifully and he thought all his attacks are fakes. Even after I nobled 4 of his villages, he was convinced that it was sitters that sent them and so I sent more trains and he still thought they were fakes. You might ask why I told him what village I was nobling.. well I told him 5 minutes before and I knew he wasn’t online. It also added credibility to my argument that sitters sent the trains as I told him before the nobles hit. It was a main reason why I managed to noble more of his villages. This tactic can be very effective although it does not work on most people it is still worth giving it a shot. There reaction is also very funny when they realise what has happened =D

Tactic 6 - Timing noble trains

A key tactic on tribalwars is being able to time noble trains and attacks well. This is primarily to stop the sniping of trains but also to confuse the enemy with well co-ordinated attacks. The main thing to do to get a good noble train is to use multiple windows. Line the windows up across the screen in the order you want them to hit so you want the clearing attack on the farthest right and then the nobles from right to left. This picture will illustrate what I mean. I am using rams as the timing aspect is still the same.



And as it happens this noble train wasn’t great but it is still a method which is a lot quicker than other methods and gets nobles closer together. You want nobles closer together in a train because they are harder to snipe. This image shows the result of the method shown in the last window they weren’t all on the same second but this train would still be difficult to snipe.



Tactic Seven - Identifying attacks when you weren’t online when they were launched

The first thing to do is to try and work out how skilled the player is who is launching against you. There are multiple ways of doing this the best ones are to first look at the timing of the supposed noble train, is it very close together? If it is then it roughly indicates the player has some experience. How many attacks are there? Is there just 5? If so dodge the first one or two and snipe the rest. Then check the ranking of the player. If he has a high points rank he is generally quite experienced but make sure you check the players OD rank too as he could just be a pointwhore.

After you have got as much information about the player’s experience as possible you should be able to tell the following:

- If the player is not experienced it is most likely he will not have disguised his noble trains well and so the most likely attack is probably the noble train. Snipe the attack after the first noble has hit in the noble train.

- If the player is experienced then it gets more difficult. Try to identify the villages the attacks are coming from if there is an attack coming from one village and then 4 from the same village snipe that attack. If there is more than one of these attacks where there is 1 attack from one village, 4 attacks form another, choose the set of attacks at the end.

- If the attack has support after it from an inexperienced player then that is probably the village getting nobled however if it is from an experienced player do not count that it that village getting nobled. This is especially true if there is multiple support coming from the attacking player travelling to different villages that you own. This is an image of an attack coming towards a village.



This image shows a village being attacked. Now say you were offline and then logged on to see this coming towards your village it would be plausible to snipe the attack after the first blue dot. This although not guaranteed to snipe the noble train is the most likely option and the best you can do in the situation.

- Copyrighted by Wallam (C).

Many thanks to these people who proofread or helped me with the guide:

- Mattcurr
- MasterFire
- Galum
- -OwNeD-

Sacred's Evaluation of O Villages

A word of intro. I am quite an experienced player when it comes to attacking, probably even considering all the stars we have here. However I will ONLY talk about Offensive armies as my experience in D is not enough to make me write anything.

The below is mostly just an adapted post from my tribal forum. It talks about lvl 3 but the ratios don't change for lvl 1 troops so the principle is the same.

Additionally, i might add from my experience Cavalry Offence was better to have then Infantry. This is because there are 2 types of players we will come to fight.
1) Noobs: Really bad look at HC and say: "Wow man! luk her this guyz got da best statz!". Some better ones will have swords as the are the most efficient unit. Both kill axes.
2) Experienced players. Have a lot of HC for same reasons as first noobs, BUT know how to use it. It is always better to hit a HC stacked village with LC's then axes.

I will refer to 3 O builds here. Troop numbers given below (rounded as i don't want to bore you), rams are not included for a simple reason I do expect anyone to be able to upkeep a smaller then 3.5k pop O village. If you plan to max O villages out, you might as well stop reading now. Take the ram numbers to verge between 300-400 depending on the size of village.

Quote:
Normal: 5900 Axes - 3250 LC
Openeye: 11500 Axes - 1250 HC
OE - LC: 6750 Axes - 1200 LC - 1250 HC
First thing we really want to know is how powerful these armies are! However my graphs will add a time factor as we of course don’t want an army that is building too slow to be useful!

(the less time the better)


We can clearly see that Normal has the best time and strength! So why the hell do we at all look at OE's 2 builds? Well, the truth is they help with defence.
The 1250 HC's in each strategy OE has come up with grant us 1 freebie full D village for every 3 O's we build which means we can have more offence which balances the power and time! This way we can have 3 O villages for every 2 D villages.

Normal is stronger (by 3% lol) and takes only HALF!!! of the time to build then Openeye. Speed is VERY important on such a slow world. However, this means it uses the resources twice as fast. Has no defence in O villages for quick support and so requires a higher ratio of D:O villages.Normal is more flexible not allowing players to make a counter strategy

OE + LC is the middle ground. It is the weakest BUT it has a good build time of only 21 days. This is two weeks less then the Openeye Strategy. Secondly, it combines speed with Defence as it has the same defensive quantities as it's much longer to build cousin. It however eats up INSANE amount of iron, during the 3 weeks you build it your 2 O's would eat up iron from 3 villages. This requires high markets and a lot of activity on markets :( This makes it a good strategy for someone who has time.

The below shows efficiency of how much of an O you can build per day:



Clearly, when we need to take a part in an Op in 2 weeks and are weak we should go for the Normal Build.

But, if we take part in a long term war against a skilled opponent who manages to counter-attack painfully overall the LC strategy is more efficient.
------------------------------------------------------
Cliffs:

Normal: Easily managed, efficient, powerful and limited resource juggling. Eaily adapted. No Defence. Limited amount of O:D villages. Not "stacking friendly" = weak against surprise attacks.

Openeye: No need for market trading. Has quick defense. 3 O's to 2 D's Requires a lot of activity. Takes VERY long.

OE + LC: Is fast and efficient. Has quick defense. 3 O's to 2 D's Needs huge markets in D villages. Always needs iron. Weakest of all 3. A lot of time spent sending resources.


Quote:
Originally Posted by PeRvIs
For both you need high level markets which cut back on the pop. space available for troops.
I am assuming you will have ~100 merchants in an O vil maybe less and a full lvl 25 market in a D village. (bare in mind you will send to, not from the O's most of the time)

For below D village strengths I used a:

8k sp /2k HC build 1:1 ratio of D:O as Normal
11k sp / 1250 HC build 3:2 ratio as OE

There is a difference of ~25% in efficiency of both, but remember i assumed OE player had time to stack villages from O.
Secondly, although the 25% is not so much, remember the OE player also has 1 more O village at his disposal.
Thirdly, remember that the OE player took longer to build and will need to rebuild his O's as well after attacks hit due to losses in HC.



There are also several things that are more strategically than pure numbers can show.
OE's two builds are a real pain when it comes to manoeuvring defence. However, they provide you with a much less painful opportunity to snipe even big parts of an O village because LC and HC have a power of about 3k/5k sp/sw in a D, which means that they can kill A LOT even at lvl 1.

A Normal defence is much less of a pain and requires much less activity in general, which sounds simple but isn’t.

Analysis of Defense Options by qwe4rty

I'd promised my tribe I'd write up an analysis of the different defensive options, and now that it's done, I felt like I should share it. This is a long post, and I encourage you to read each and every part of it. If you have constructive criticism, I'd love to hear it.

Each defensive village assumes a 20,000 population size available for troops. This is sufficient to show my intent.

Base build time:
Spear: 1:19 = 79 seconds
Sword: 1:56 = 116 seconds
HC: 6:14 = 374 seconds

a) 10k/10k spear/sword, lvl 3/3 - Standard
General Defense: 910,000
Cavalry Defense: 980,000
Time to build: 1,950,000 seconds = 32,500 minutes


b) 7k/7k/1k spear/sword/hc, lvl 3/3/3,-Hybrid 1 rams lvl 1
General Defense: 917000 --> 100.7% of a)
Cavalry Defense: 798,000 --> 81% of a)
Time to build: 1,365,000 seconds = 22,750 minutes
--------b.1) 7k/1k spear/hc, lvl 3/3
--------General Defense: 427,000
--------Cavalry Defense: 553,000

c) 7k/7k/1k lvl 3/2/2,-Hybrid 2 rams lvl 2
General Defense: 838,000 --> 92% of a)
Cavalry Defense: 758,000 --> 77% of a)
Time to build: 1,365,000 = 22,750 minutes
--------c.1) 7k/1k spear/hc, lvl 3,2
--------General Defense: 397,000
--------Cavalry Defense: 541,000

d) 8k/2k spear/HC, spear/HC
General Defense: 728,000 --> 80% of a), 79% of b), 86% of c)
Cavalry Defense: 728,000 --> 74% of a), 91% of b), 96% of c)
Time to build: 748,000 seconds = 12,466.7 minutes

Analysis

First off, there are several interesting things of note when you look at the different defense options.

Comparison: a) and b)
Build b) shaves off about 10,000 minutes of build time, which is a hefty amount. What are the payoffs? Surprisingly, you actually gain a slight amount of General Defense. However, percentage wise, it is rather insignificant. The main pay off is you lose Cavalry Defense (b) is only 81% as effective as build a) in this regard). In addition, build b) is slightly more flexibly, as it employs a fair number of HC, gaining a little bit more mobility.

However, thought your defense villages will be able to supply these research levels with no problem, you will have to sacrifice a research level in your offense villages to be able to have this defensive arrangement. The only likely one would be rams, dropping you from lvl 2 rams to lvl 1

Comparision: c) to b), with respect to a)
If you're not one of the people who wants to have a weaker nuke just so that you can have full research levels in every village, build c) would be the research levels you take in your offensive villages. Upon inspection, you will notice the General Defense of c) is 92% of a) while the Cavalry Defense of c) is 77% of a).

You have still shaved off about 10,000 minutes of build time. It is slightly weaker then b), but provides you with a slightly stronger nuke.

Comparison: d) to everything else
Finally, we get to the build I've been trying to sell. First off, you'll notice that it shaves another 10,000 minutes off of a). It is almost twice as fast to build as b) and c), and approaches 3 times as fast to build as a).

Now looking at the relative strengths. First off, when you compare cavalry defense of the 8k/2k spear/hc, you'll notice it is almost as strong as any of the hybrids. However, what you lose from changing from a Hybrid to pure spear/hc is General Defense. The 8k/2k is 80% as effective as a straight up 10k/10k, and 79% as effective as the stronger of the two hybrids.

Quick Summary.
The hybrid loses out on Cavalry Defense vs the Standard defense while gaining increased build time. The spear/HC has a comparable Cavalry Defense to the Hybrid, but loses out on General Defense to the Standard and Hybrid (80% as effective as standard, and 79% as effective as Hybrid, a comparable loss in General Defense), all the while, shaving off even more time.

Final (and Selling) point
So far however, this post has only gone into the relative strengths of the ratios, and has not taken into consideration one other crucial advantage the spears/HC has over any of the other defense options: movement speed.

To fully understand this, I'm going to go into a bit of geometry. Take the scenario that a village is under attack and you need to draw support from nearby villages. The attack is incoming in X minutes, and so you can only draw support from villages that are less then or equal to X minutes away. The border of the area that fulfills this constraint is a circle (all points in a plane at a constant distance, called the radius, from a fixed point, called the center), with the center being the village under attack.

The time of the incoming attack will be directly proportional to the distance from the villages on the outermost edge of that "circle" of villages that can get support to the one being attacked. Time is therefore proportional to the radius.

The area of the circle corresponds to the number of all villages able to get support to the village under attack under the time constraints. The formula for the area of a circle is A=pi*r^2

What does this mean in terms of tribal wars? It means as the max distance from the village under attack to villages that are able to provide support (radius) increases, the total number of villages able to provide support exponentially increases.

In terms of tribal wars, the faster your defense can move, the more defense you can stack in a single village, minimizing losses. Time is therefore a limiting factor. We can eliminate a), the Standard Defense, because it fails this miserably. Both its time to build and time to move are abysmal.

The hybrid defense improves upon the time factor of the Standard defense, building 10,000 minutes faster, and employing a number of HC able to provide support to a village. However, it still contains 7,000 swords, and this becomes a problem. While it takes longer to build, it also simultaneously slows down the speed of your support. Depending upon the length of time you have until an attack hits, you may not be able to send the swords with the rest of your support, it would have to arrive after. This significantly diminishes the strength of your defense. You move from a General Defense of 917000 and a Cavalry Defense: 798,000 to a General Defense of 427,000 and a Cavalry Defense of 553,000. Not as impressive looking as before.

The spear/HC defense on the other hand is more likely to be able to get its full defense power as support to a village before an attack lands.

Very last (I promise) point/comparison
With all this being said, it seems beneficial to compare the Hybrid with Spear/HC one last time, taking into consideration the movement speed.

Remember that the only two things significantly different between these 2 builds were the following:
1) spear/HC builds about 10,000 minutes faster
2) spear/HC is only 80% as effective in General Defense as the Hybrid (Cavalry defense is highly comparable, and as stacking increases, this difference diminishes to 0 faster).

Looking at this, one notices one important factor. The only thing spear/HC really lacks is the General Defense contained by the Hybrid. Guess what, Heavy Cavalry provides General Defense! By employing a much larger number of Heavy Cavalry then the hybrid, the chances that you can draw support from another village even further away increases.

Remember, there are several layers of defense that can be sent. The hybrid can send a full D from villages close by (7k spears, 7k swords, 1k HC), a half D from villages slightly farther away (7k spears, 1k HC), and a fractional D (1k HC) from villages extremely far away). Spears/HC on the other hand can send a full D from villages close by (8k/2k), a full D from villages slightly farther away (8k/2k), and a half D from villages extremely far away (2k HC).

By employing a larger number of HC, you can draw MORE support from further differences, and since it is HC, it provides a greater proportion of General Defense, which is the only thing that the Spears/HC lacked that the Hybrid had. (The small fraction of Cavalry Defense that the Hybrid had over the Spears/HC is further minimized by the small amount of Cavalry D provided by the HC).

This specific difference between hybrid and spears/hc is then evened out, and spears/hc are still left with the advantage of building almost twice as fast as the hybrid.

Also, remember that you have the full defense capabilities of the spear/HC after 12,466 minutes of building. At this point in time, the Hybrid will have only slightly more then half of the defensive power. The Hybrid's defense doesn't surpass the defense offered by spears/HC until around 18,000 minutes (this is a guesstimate, I'm tired of writing).

Conclusion
So basically, when you're in a war heavy environment and are being attacked, you may not have the time to even build a full farms worth of D. Each individual hybrid village will have LOWER total defense then spears/HC simply because of the time taken to build. Spears/HC contains all of the advantages of time, and can make up any slight difference in defense power through manipulation of the additional time you have at your disposal to build troops and send them.

___

As a note, I've never used a hybrid before, and there are all types of variations. For this analysis, I had just taken the first hybrid build one of my tribemates had posted. However, my end conclusion still remains the same. The mathematical comparisons I had made between the spear/HC and the hybrid build could change depending on if you went for a more spear heavy hybrid build in an attempt to balance the defense more (which would be a better hybrid build in my eyes), yet the maneuverability of spears/HC still makes it superior in my eyes.

--Researched and written by qwe4rty

Quick Attacking Guide by qwe4rty

It most definitely is possible to get noble trains less then 152 ms. I have screenshots of me getting 4 attacks in 148 ms and I've done faster.

Anyways, here's the guide on how:

1) Download Opera here

2) Go to Tools-->Preferences
-Then go to Shortcuts and enable Single Key Shortcuts
-Also go to Content and make sure Java Script is enabled

3) Type opera:config into the url field
-Scroll down to performance and click it
Change:
Max Connections Server to 16
Max Connections Total to 64
Network Buffer Size to 32
If you want, you can also uncheck Reduce Max Persistent HTTP Connections although I didn't.

4) Go to View --> Images --> Cached Images

Then get ready to send your attacks. Go to a village you want to attack. If your mouse has a middle mouse button, use that to open the Send Troops into 4 different tabs. Go to each tab and type in the troop numbers you wish to be sent in each attack, and make sure each attack is at the confirmation screen.



Go through each attack, and right click on the "Ok" button so that it the default action for the enter key. Once you've done this, you should see that it is outlined with a blue box.

Once you've done that, simply proceed by pressing Enter-2-enter-2-enter-2... to quickly move through tab and send the attack.



Changing these settings, I got 4 attacks within 148 ms on my first test.









As you can see, there's a difference in 148 ms between the first and last attack.

Guide by Mimelim Part 2

Introduction
There are three levels of offense in tribalwars. Village level offense, player level offense and tribe level offense. The key to being a successful player is optimize all three of these levels in terms of efficiency. All operate independent of each other and are all essential.


Village level offense
On the village level, the most important part of building offense is building the strongest army possible as quickly as possible. Offensive armies should be made up of three units, Axes, Light Cav and Rams. Looking at the statistics for each unit, axes are by far the strongest offensive unit produced in the baracks, the light cav are the strongest unit produced by the stable and rams are essential, which I will talk about later.

It should easy to see that axes are better than spears/swords for attacking. But what about light cav over heavy cav? The key here is in farm space. For every two hcav that you build, you can build three lcav. When you build a full army, lcav are the better unit to build and far more economical. Rams, rams, rams. I can't stress enough how important it is to use rams for offense. An enemy's wall amplifies their defending ability significantly. The only way to break through heavy defense is with rams.

Now, how many of each should you build? The optimal build ratio is approximately 6000/3000/240 axes/lcav/rams. This assumes that you have a level 25 barracks and level 20 stable. I have heard it over and over again, "but axes are better than lcav", so I should build more axes. I can not stress how misguided this is. It is true that in terms of numeric attacking power, axes are per farm space better for attacking, but there are important considerations. First off, this ratio, 6000/3000/240 is the fastest to build. You will have more armies faster if you build this ratio, which means you can attack more often. Secondly, most players build either an equal number of spears and swords or more swords. They also tend to use hcav which defend like swords.

Since most player's defense's are sword heavy, having a higher lcav ratio is highly adventageous. It is very very rare for a player to build more spears than swords.

Lastly, the 240 rams. This is the optimal number of rams for eliminating the effects of a wall. This is a complicated subject and is unbelievably situational. I will leave this discussion for another chapter. However, it is simple enough to say that you need 235 rams minimum with each attacking army. The extra 5 rams are for faking, which is a part of the next section: Player level offense.


Player Level Offense
First, groups. I recommend that all players have two groups (in addition to others that you might have). "Offense" and "Building Offense". I will explain what I have found to be the most efficient system at building offense both quickly and with as little hassle as possible. Lets face it. The more easily you can do book keeping, the more efficient you will be as a player. A skill that I think a lot of players miss is the ability to change village's groups often and regularly to make their management easier.

Using the "Building Offense" group, if you have all the villages that need to build offense in one group you can easily see which villages are not building and which villages need certain resources. Since each village in this group is functionally doing the same thing, logging onto your account, within a few seconds you can easily do everything that you would need to to ensure that your offense is rebuilding as quickly as it possibly could be. No more remembering villages, no more searching for villages or forgetting which villages need building. Once a village finishes the army that it is building, it should be moved over to the "Offense" group.

Using the "Offense" group, it is easy to see how much firepower you have at your disposal. There are very few instances when you should be attacking without a full army and by grouping your villages this way, you will again be able to see quickly how much offense you have ready to go. This also makes storing bundles easy, because none of the villages in the "Offense" group need resources for building troops, you can easily store bundles in mass with out worries of forgetting a village or having to go through each village one at a time.

Keeping one's offense organized allows that player to become an effective fighting machine. It also allows that player to help other players out. The more under control things are, the more aid can be offered to other people, which leads into tribe level offense.


Tribe Level Offense
Arguably, this section could be several pages long, and maybe when I have a chance (probably when I quit) I will write up a good long version of this with high levels of details and illustrations. But this will have to do.

Of all the places where one can create an advantage, this is by far the largest. With out question, the ability to cordinate multiple players' offenses is the holy grail of this game. Just a few examples of things that I have personally done with the aid of teamate cordination: Noble 56 villages in less than 38 hours with a single account, cause an enemy player to lose more than a million points in less than 48 hours, eliminate players in enemy strong holds.

The easiest way of taking out a large player is through teamwork. Not only is it easier to take them out but it is more efficient. Players are less able to stack or play effective defense if they have to defend against multiple players. The key here is organization. You need a system for assigning or claiming villages. Spreadsheets work well, but there are a lot of options. The point is that everyone should be able to see who is supposed to attacking which villages and people should be able to see which villages they are supposed to noble and which ones they are supposed to stay away from so that their teamates can take them.


A More detailed screenshot

Another huge advantage of working in a team is that you can optimize resources. Many times a player will have excessive offense and few nobles, or the reverse. By being highly organized a team can utilize both player's assets for the good of the tribe. An example of this is in the sample photo above. Most of this kind of teamwork can only be learned by trial and error, but it is well worth it.

Lastly, there is the issue of 'fakes'. Fakes are attacks that are mean to look like an army, but are in fact a single unit designed to 'fake out' another player. Clever use of fakes can be used to mask a tribe's true intentions. By sending fake attacks at neighboring players to a target, those players are far less likely to support the real target. But this is an over simplification. Most good players can see through fake attacks just by looking at them. So how do you make convincing fakes?

I detailed in the village level offense section that each village should have 240 rams and that only 235 should be a part of an army, leaving 5 rams in the village. Lets say that we think that we will need 2 armies to clear a particular village, and we have two offensive villages to work with. By sending two attacks at one village and sending 1 ram at 5 surrounding villages, it is impossible to know which village is really under attack. From a defender's perspective, all they see are 6 villages that have two attacks incoming. If you do this with multiple villages, it becomes almost impossible to decifer and you will be able to clear many villages very quickly.

Another common tactic against good players is the fake noble train. By sending four consecutive single ram attacks, a defender may mistake this for a noble train and hurry defenses to a village that you aren't really planning to attack. An added twist (kudos to burns for teaching me this), if a player is sniping noble trains, you can send an army from one village and then three single ram attacks and then a full army from a second village. To most players, this will look like a clearing army and then a noble train. If the player has been sniping nobles, they will usually remove their defense and let you clear their wall and then put the defense back after the first army hits. By doing this, you will attack their defenses without a wall.

Without teamwork, this game ends up becoming a stalemate. From the recieving end, a well organized offensive is virtually impossible to stop, no matter who the player is. Tribes have virtually infinite time to organize an offensive, meaning that they can cordinate perfectly in battle time. Defensively, while players have a built in advantage (they can stack troops), as a tribe, it is very hard to cordinate on the fly, even if the attack is from long range.

Conclusion
This guide is aimed at players 100k points and up. I doubt someone with fewer than 10 villages will find this guide useful. There are a lot of holes in this guide and a lot of things that I didn't put in. Primarily because this is getting pretty long and because its hard for me to organize my thoughts. Perhaps I will revise this and put in more details later. Any questions and/or comments/feedback is appreciated.

General Guide by Mimelim Part 1

Background
I boast a relatively low defensive ranking in W1. One could argue that I have less experience than the average player defending my villages. To counter this, I can honestly say that I've watched teamates defend and when I attack, I see how players defend their villages. I've seen the best players defend against unbelievable odds, and have learned in my opinion how to defend effectively and efficiently.

Introduction
First, what is the objective of defending? For me, the objective of defending my villages is to slow down an opponent until I can resume the offensive. In the long run, you can NOT defend and win this game. The best outcome you can hope for is a stalemate, and who wants THAT as the best thing that can happen? By defending effectively and efficiently, you maximize your potential to strike back and make gains offesnsively. Threats do not disapear by defending correctly, they only abate when you show agression and your opponent backs off or you make offensive gains toward them.

Like offense, there are three levels of defense in tribalwars. Village level defense, player level defense and tribe level defense. Unlike offense however, the area of focus is at the player level defense. I will examine in detail each of these levels, focusing on the player level defense.


Village level defense
As a relatively advanced player, you should know that there are three primary defensive units in this game. Spears, Swords and Heavy Cavalry (hcav). Just a brief recap just so that everyone is on the same page. Spears defend primarily against cavalry, swords and hcav defend primarily against axemen. I advocate the even defense strategy, that is having an equal number of cavalry and axemen defense. There are strong arguements for a lopsided defense and it IS highly situationally dependant.

Village Structures:
10k/10k Spears/Swords Split
This is by far the most efficient setup in terms of farm space. There are two downsides however. First, it takes a very long time to build. To be exact, with a lvl 25 barracks it will take 45 days to build, in this game, that is a long time. Secondly, moving troops around is slow. When villages are clustered together this isn't a big deal, but the further apart villages are, the more problematic this becomes.

8k/2k Spears/hcav Optimized Defense
This is a highly popular model of defense. Essentially, you sacrifice 20% of your troop effectiveness in exchange for a faster build time and faster movement. In contrast to the 10k/10k split, this configuration only takes 17 days to build. This is a THIRD of the time required to build the first configuration.

What should you use?
As a default, I strongly encourage players to use the 8k/2k spears/hcav as a default. Besides the reasons I gave above, it is simply easier to rebuild your defenses after an attack with it. After an attack, being able to re-build your defense 3 times faster is a huge advantage. It is virtually impossible to realistically re-build a 10k/10k defense when fighting good players, you just don't get that much time to recover. There is however a place for the 10k/10k defense. For long term support, or other instances where you just need a village stacked, the 20% fighting effectiveness proves useful, just don't lose those troops or you will have a village completely out of commission.

I strongly caution against deviating from these two standards. I have seen people mix spear/swords/hcav. While I can sort of understand the mentality that a hybrid village can fulfill both situations, in reality, you are much better off choosing one method per village and sticking with it. There are very few instances where the hybrid army will be better than one of the more pure forms of defense. Hybrid villages also make thinking through your defense much more complicated, something that you don't want to do when you have 50-2000 attacks incoming.


Player level Defense
There are two primary ways of defending your villages effectively and efficiently. Both are extremely effective, but can prove disasterous if use improperly. Which system you use depends on your answer to this question: Can I hold off my opponent through defensive strength alone? This does NOT mean, "Can I destroy my oppenent's offense?" Offensive troops build much faster than defensive troops, so the concept of troop preservation should be paramount. If the answer is yes to the above question, then your method should be Stack. If your answer is no, then your method should be Dodge/Snipe.

Stack Defense
This is a pretty simple tactic to explain and use. Simply put, you put as many troops as you can in a village before an attack lands. The more troops you can put into a village, the more you minimize your troop losses. A W1 player named Undo stated that it wasn't worth defending a village with less than 30k/30k worth of spears/swords or the spear/hcav equivolent. While this is a decent guideline, depending on what world you are on/what your situation is, this number could vary from 10k/10k to 200k/200k (I've personally seen both of those extremes in the past 3 months). Essentially, you are trying to kill enough of your opponent's offense so that you can re-build your defense quicker than they can re-build their offense. This tactic works well when you know an attack is coming, or it is launched from a long distance.

Dodge/Snipe Defense
The only way that you lose a village is by your opponent nobling it. Lets face it, resources in a village are cheap, walls are cheap. Losing an army or a village is not cheap, both in terms of resources and time. Preserving those two, an army/village are the important things. Many times when you get attacked from close range, or when you are caught low on defense, it is impossible to effectively stack your villages.

The first step is to clean your village. Minimize your losses. Remove your troops before an incoming attack. Send your resources to one of your other villages. What do you lose by doing this? You lose your wall and you lose any remaining resources in the village, small price if this allows you to stop the attack. Very few players disguise their nobles effectively. First, nobles have a distinct time signature because no unit travels at the same speed as the noble. Secondly, most people use noble trains, four nobles sent in quick succession from a single village. By identifying incoming nobles, you can pick out the attacks that you MUST defend against. Beyond this, remember that you can take up to 3 noble hits before you lose the village.

You can't escort a noble with more than one army, and rarely do people escort with more than a handful of troops. By preserving your troops from full armies, you give yourself a chance to take out noble trains. This is obviously a temporary fix since your opponent can simply resend their armies and nobles later, but it buys you time, time that you can use to find defensive troops (yours or teamates) to stack your village with.

A slight adaptation of the noble snipe is quite possibly one of the most effective ways to stop an attack. Instead of trying to stop your opponent from taking your village, you help him. The single biggest bottleneck offensively are the number of nobles available. Killing a noble costs your opponent 1 bundle. Allowing your opponent to take your village and taking the village back costs your opponent the full cost of that noble (anywhere from 1 to several hundred bundles). Usually, what you will do is clear out your village and just before their noble train arrives hit the village with your own nobles, lowering the loyalty as close to zero as possible without taking it (usually 3 nobles). Then, timing a noble to land just after your opponent's noble train. By doing this, you will use one noble to re-take the village, but hopefully this will cost your opponent up to four FULL nobles. For a large player, this could be a couple thousand bundles worth of resources wasted.

There are obvious disadvantages to this strategy. First off, you waste a noble, in other words its costly. Second, you lose any troops that you have from that village, so it is usually best to do this with a village that has already lost its troops (like an offensive village that you have just attacked with.)

Overall Defense
Ideally, when defending, you should be using a combination of all of these tactics to hurt your opponent enough so that they will stop attacking. The key here is defend in full, or don't defend at all. Do NOT spread your troops out thin.

By forcing your opponent to take army and noble losses, you force them to delay any further attacks on you by several days or several weeks, depending on how effective your strategies are. I can't stress enough how playing effective defense is not enough. Once again, all you are doing is delaying your opponent. The only way to really secure yourself against them is to go on the offensive against them.

Tribe Level Defense
I've heard it said many times, "I'm a defensive player". In this game, there is no such thing as a successful defensive player outside of extremely strong, highly organized and structured tribes. The only tribe that has implemented what I'm going to cite is T:V (to my knowledge) and was pioneered by me.

It is highly inefficient to dodge/snipe between accounts in this game, it is really only a player level tactic, not a tribe level tactic. Thus, the primary function of the tribe should be to stack vulnerable villages that are essential to holding. This is again, the all or none philosophy. When you defend a village, defend it strong. I never support someone unless I can ensure that at least 20k/20k worth of defense will be in that village. If there isn't, either I don't send support or I send the full 20k/20k myself.

Who should be supporting? Anyone who is not under attack or is unlikely to be attacked. Caution is good in this game, but there is a limit. Long ranged attacks can easily be sniped, so what is the point in keeping excessive ammounts of defense in untouchable villages. Typically, at any given moment, I have 90% of my defense out defending other people that I know are likely to be attacked today. Of course there is always a reserve number of troops, just in case something unexpected happens, but in my experience, you can predict which villages are likely to come under serious attack, and which ones aren't. The key for a tribe is cordinating the movement of troops from their strong points to their borders with enemy tribes.

To me, a teamate or an ally losing a village is as big a problem as ME losing a village. First off, it hurts the tribe's interested, but also, more selfishly, teamates losing villages puts you in a more dangerous position. I have zero qualms losing troops in teamate's villages instead of my own. The fact that my teamates know this also means that if I need support anywhere, they will do what they can to help me quickly, no matter how much defense I need. It is simply good business to protect the interests of the tribe as a whole.

How to snipe any noble train by mellowpers0n

Ok im celebrating my return to tribalwars by releasing a secret I promised myself i would never release, sniping has really been left to the last resort way of defending due to its innacuracy, you basically have 1 shot to put defence between nobles, that is till now.....

This is a snipe with support method, you will need multiple villages and at least 1 defence village THAT IS NOT TARGETTED with minimum 4k/4k, new world equivalent or thargorans hc tactic equivalent, and an additional 1K/1K per incoming train

most of this is the same method to sniping itself, heres a quick outline:

1. ID where the incoming noble trains are heading

2. Jot down support times to each village with train incomings from each available defence village from the longest to shortest time. Work out a brief plan of order, if you are sniping from a defence village with train incomings make sure it snipes another train before it is hit.

3. prepare to snipe:

this is where the difference lies:

instead of preping a timed launch of support, open opera and prep up a train, if you have a defence village with 10k/10k in it load 10 tabs and put 1k/1k in each, aim this support for the village you are sniping the trains from.

factor in lag +1 second or so to be on the safe side and launch lag+1 seconds before the support time matches the incoming time on the targetted village.

Now launch a train of support at your village

this is a bit different than normal noble trains, in normal noble trains you aim to launch as fast as possible, in sniping trains you aim to launch as REGULARILY as possible, this is because by doing so you increase the chances of landing one between clearing and nobles.

for example:

incoming support train
00:29:59:500- support
00:29:59:999- nuke:
00:30:00:000-support
00:30:00:001-noble
00:30:00:222-noble
00:30:00:444-noble
00:30:00:500-support
00:30:00:666-noble
00:30:00:888-noble
00:30:01:000-support

4. clear the misses, the other great advantage of this tactic is that you can clear all the support that lands outside the train and then reuse the village to support another village.

5. enjoy

and finally, some documented proof of it working, i never said how i took down these incomings, well until now =)