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Should We Make A Sister League?

Wilderness Guide (yes another) I_vote_lcap91%Wilderness Guide (yes another) I_vote_rcap 91% [ 29 ]
Wilderness Guide (yes another) I_vote_lcap9%Wilderness Guide (yes another) I_vote_rcap 9% [ 3 ]

Total Votes : 32

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Wilderness Guide (yes another)

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Post by SatansSlave Thu Oct 28, 2010 5:27 am

Here is a list of troops that will ensure no losses (or close to none) occur with marauding wildernesses…Information in regards to:L6 Footpace, L5 Equitation, L5 Arming, L6 Security, L7 Medication

1 & 2 Wild: 1 hero 1/1/100 ponies
3 Wild:1 hero 30/30/30 princ
4 Wild: 2 hero 50/50/50 princ 5/5/5 onager
5 Wild: 2 hero 100/100/100 princ 25/25/25 onager
6 Wild: 3 hero 175/175/175 princ 80/80/80 onager or 3 hero 200/200/200 princ 100/100/100 onager
7 Wild: 3 hero: 1st hero 500/500/500 princ 100/100/100 onager 2nd hero 500/500/500 princ 100/100/100 onager3rd hero 3000/3000/3000 ponies
8 Wild: 3 hero(s) - ghost (30/30/30) - 4000 / 4000 / 4000 equ - ghost (30/30/30)
Lv 9 - 3 hero(s) - SEND IN EVERYTHING!Lv10- 3 hero(s) - SEND IN EVEN MORE !All of these
SatansSlave
SatansSlave

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Post by StormzFury Tue Nov 02, 2010 9:30 am

Here is mine rofl. I'll just share it here instead of posting a new thread.

Examples are max needed. Fewer troops can work.

Resources received are based on troop count. You can seize a wild and then abandon it to reset the troops there so you can increase the troop count and in turn increase the amount of resources received and maximize your efficiency.

I used low level heroes(under level 4)and have done this on L4 with low skills. I intended this to be a guide for quest marauds and seizing for those under 5k prest. The skill levels you have will not effect the result of only dummy losses. However, with higher skill levels and higher level heroes the amount of horses needed in these would be much lower.





Level 3 wild:

d/d/h(100/100/0)

http://fi3.heroicera.com/replay/wareplay.html?l=en&u=209.239.172.26/report//fe/56/fe4e67dcde96d658563a206aa7391811.xml


Level 4 wild:

D/D/H(200/200/0)

http://fi3.heroicera.com/replay/wareplay.html?l=en&u=209.239.172.26/report//89/a0/892a42e0080e6845a0a11780f1b84559.xml

Level 5 wild:

D/D/H(50/400/400)

http://fi3.heroicera.com/replay/wareplay.html?l=en&u=209.239.172.26/report//4a/b3/4af94a5e8207a744b303e5a99fd95c48.xml

Seize level 5 wild:(50/400/400)

Sending in reinforcements 1st helps a bunch. Horse is fastest but hast will work just fine if you don't want to sacrifice a pony.

1 hero 0/1/0 (whatever you want) to reinforce wild
Send 50/400/400 ponies/Dummy/Dummy to seize arena

http://fi3.heroicera.com/replay/wareplay.html?l=en&u=209.239.172.26/report//b2/3e/b28c5ab61b40eb333eef2a69694f96db.xml


The final example of seizing level 5 wild can be used with the same troop count that correspond with 3 and 4 maraud if the reinforcement is done.

Lvl 3 send 1 troop to reinforce wild 0/1/0 send H(100/100/0) D/D seize
Lvl4 send 1 troop to reinforce wild 0/1/0 send H(200/200/0) D/D seize










Last edited by StormzFury on Tue Nov 02, 2010 9:48 am; edited 1 time in total (Reason for editing : added notes about seizing lvl 3&4 wild)
StormzFury
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Post by Mordus Tue Nov 02, 2010 10:25 am

Thx for telling us about the reinforcement trick. I had no idea, that you could do that, but i makes perfect sense.

So far, I worked with the following guide, which also explains the logic of the battle system quite well to a noob.

http://www.caesarywiki.com/guides/theory-crafting/battle-system


Mordus

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Post by StormzFury Tue Nov 02, 2010 10:41 am

It is a nice trick. Learned it from Onde early on. It can be used in defense and pvp attacks as well if you know the formation someone uses for their troops to push them off their usual game.
Make um a little crazy Wink
StormzFury
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Post by Mordus Tue Nov 02, 2010 11:14 am

One question thou. Why do you change the basic formation from lvl 4 to lvl 5 for marauding?

D/D/H(50/400/400) - Why 50 equis in the 1st position? What is the benefit compared to D/D/H(425/425/0)

For seizing it makes sense, since Div. I has to kill the reinforcement hero.

Mordus

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Post by StormzFury Tue Nov 02, 2010 4:13 pm

I have no other answer than laziness. Having set up the assault on the nearest wild for seize and abandon until I got the high troop count I wanted for higher resource drop, I just didn't change the 50/400/400 when i got my count and began to maraud.

Most people scout for weaker wilds. I actually create stronger ones for the higher resource drop per run and just use the troops to match them. Since the more troops you face the more resources they will drop.

I just did several level 5 runs on 425/425/0 and 400/400/0 lost nothing but dummies with my a6 account. She does have high skill levels, though. I will play with it on my other account on l4 later and see how it goes with lower skill levels. I doubt it will be any different.
StormzFury
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Post by Mordus Sat Nov 06, 2010 7:19 am

Laziness is a good reason Very Happy

Does anyone have advice on how to seize the upper level wilds (6 - 10)...without Onagers and Princ?
I think you get the best results on lvl 6, when you send two reinforcement heroes against a wild with Equis. This way the opponent's Equis move in front of you in the 2nd round:

http://fi3.heroicera.com/replay/wareplay.html?l=en&u=209.239.172.26/report//dc/64/dc1ab0a85c67b4356484b0771a84ad6f.xml
(I could have ommitted the back row, but I m always scared, that something goes wrong. Back row is needed thou when seizing a wild that has no equis)





Mordus

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