Top Strong Defense Troops
Welcome to pension 5 in a series of articles on the subject of designing a turtle account to be supportive full T3-4 solo marches. This is the one you have probably been waiting for: training an army
Base skill - sh18This is where we currently are occurring to. We have unqualified an overview of the goals of a single march turtle in Part 1, taking into account into intensity vis--vis speaking speaking what research is useful for turtles in Part 2, discussed which single buildings are indispensable, and which can be considered for deconstruction at various timepoints in Part 3, and subsequently talked briefly virtually the ways in which you can structure your hospitals barracks and villas in Part 4.
At right is a screenshot of a turtle that has basically curtains all of that. It has made its decision not in the estrange-off afield off from whether to train regular or strategic research, picked its stronghold level (in this prosecution sh18), completed the core conflict research for academy 18, and built a preliminary set of barracks and villas to train the army it is when. It has a level 48 hero. So, to the front troops and traps, it has a base faculty of just more than 13M, gone as regards 2M additional base power period-honored from leveling hero occurring to level 50.
Game of War owner is seriously regretting launch ANY of the empire quests. Even even even though it is single-handedly 1M quests skill, they wished they hadnt opened ANY empire quests.
So, basically all the preliminary be in has been over and ended along plus, and they are moving into a phase of deciding which troops and traps to construct regarding intensity of their base skill of 13-15M. They have established that 20 tier 1 swordsmen and a few Tier 1 and Tier 2 siege troops behind collective troop proficiency of 66 will not in fact be supple to accord once a full march of T3-4. Although, they have been really useful for behave rallying their level 48 hero using their level 1 hall of battle. ;)
The essence of strategy is choosing what not to realize.
We have by now discussed the diminishing returns for feint future level accomplishment researches, in that it costs relatively more for the level 9 and level 10 researches, in that whilst the payoff is high, the cost to unmodified them in terms of resources / silver / speedups and facility profit is MUCH greater than the level 7-8 researches.
When it comes to troops, in general, the same considerations of diminishing reward from well along levels is genuine. For more detail, see the t4 vs t3 vs t2 vs t1 pro to troop tiers. This section will repeat some of the detail included there, but following more of a turtle focus.
Troop Power Levels
PowerResource CostSilver CostTraining TimeKE Hospital PointsKE Kill PointsTROOP STRENGTH
T125001011
T2810052152
T32415010420403
T436100050081001004.5
Tier 2 troops are twice as unassailable as Tier 1, and cost twice as much, fall in surrounded by twice as long to train, but require some silver to train, have enough child support more points if hospitalized or killed, and are 4 era the completion profit of a T1.
Tier 3 troops are 50% stronger than Tier 2 troops, and 3 period as mighty as Tier 1 troops. Tier 3 cost 50% detached than T2 to train, twice as much silver, recognize twice as long to train, and put going approaching for 3 times the execution, whilst costing alot more points in the song of hospitalized or killed.
Tier 4 troops are 50% stronger than Tier 3 troops, but cost 6-7 period as much, and 50 era more silver, 5 time as many hospitalization points, and on peak of twice as many points if killed.
Compared to T1s, T4s put regarding 18 era more gift, cost 20 time more resources, infinity time more silver (500 vs 0), get along in the middle of on 8 become obsolete as long to train, present 100 time more points if killed in KE, but are ONLY 4.5 period as mighty as T1s.
Troop stats relative to Troop STRENGTH
When thinking very not quite designing a turtle, some people proclaim that the strength of your army is the most important characteristic. On that basis, if we divide all of the stats of the troops by their strength as the denominator, we should profit an important comparison of troops using strength as the common comparator. So, for example, each T1 troop has a aptitude profit of 2 points, as soon as a strength of 1. So, 2 / 1 = 2. Each T4 has a gift profit of 36 points, whilst they have a relative strength of 4.5. This means their Power / strength is 36 / 4.5 = 8.
We have colored the table asleep gone Green instinctive best, red flesh and blood thing worst, and amber in-along in the company of.
So, if you twinge maximum bang for your buck, both in cost terms, as considering ease as in terms of efficient use of POWER in your construct, later T1 troops are by in the disaffect and wide the best treaty you will ever profit, gone T2 a stuffy second. MZ finally realized that the arts school players had worked this out, and MZ performed what they called a NERF in version to bump armies of T1 and T2 troops, as outlined here.
Where that NERF level kicks in is not 100% known. The common consensus appears to be that the NERF kicks in in story to 5M to 10M tier 1 troops, after which adding together more Tier 1 troops has tiny (or no) incremental benefit. A merged article will attempt and sound the ask of where a T1 NERF kicks in for a turtle. Im make a getting bond of of quite a few of you will be amazed by the outcomes subsequent to it is tested logically.
By the era you profit to reading this benefit, it is likely that you will already have unlocked Academy level 15 and T3 troops. Most people by yourself in set sights on of fact begin looking for reference a propos speaking how to get sticking together of stuff by now it all starts getting harder and they have to begin making some tough decisions. Up until Academy 15, most people just follow the adeptly-worn lane that MZ has laid out.
Many players comment that before regarding, they hated how feeble T1-2 troops are, and how pointless traps appear. But at that narrowing, most peoples research is beautiful average, both on the subject of the troop and waylay side. So, their T1-2 troops taking into account no Troop Health research, and single-handedly individual troop marginal note and individual troop offensive research at levels 2-5, usually profit MONSTERED by players along plus T3 troops who have their researches going on at level 6-8. It is not an apples to apples comparison, thus most people discount the value of T2, and particularly T1 troops as not much enlarged than meaningless.
Once you realize the psychiatry knocked out controlled conditions, you will locate that in terms of base stats, T2s are twice as mighty as T1s. And T3s ONLY 50% stronger than T2s. And T4s ONLY 50% stronger back again than T3s. It is the difference in research levels and hero gear that makes the difference in the middle of tiers of troops seem enlarged. Get the research sorted out first, and you will be in a demonstrative mannerism horrified at how operating T1-2 troops are, particularly in defending your stronghold.
So, the ask becomes, what should I train to construct out my turtle appropriately that it can be as mighty as realizable and as likely as realizable to profit loud KvK KE points? Should I train more T3s, or should I begin training T1-2s and halt training T3s? Only you can unadulterated that ask for your issue and your goals.
But it is a profound decision that has to acceptance to into account how many hospital beds you have, whether you use your barracks to train a single batch per hours of hours of daylight or readiness train troops during activities, and whether you aspire to carry coarsely speaking lots of resources or shield in the middle of hits etc, and how gigantic you are gone religiously shielding as soon as than not online.
There are an infinite number of ways which you can use to construct an army of T1, T2 or T3 troops. Below is a comparison of 5 slightly stand-in army compositions. The first ones are unlimited T1 or T2 armies. Then we profit a combination of T1 and T3, or T2 and T3, and finally a response T3 army. They are all expected to be 16M troop facility. Why 16M troop skill? Because that is in the ballpark for a lot of turtles. Having ended all of the above in articles 1-4, most turtles will have a base knack of around 10-25M, depending regarding the order of stronghold level and research levels. Adding 16M troop skill takes you to on the subject of 26-40M.
There is a aggressive insist of thumb that says that in a Kill Event, no-one should solo a artiste who is 30M without a favourable scout credit. So that is as regards what we hope for, as regards 30M. With proficiency much once more that, you will increasingly improvement more and more people atmosphere rallies regarding the order of you, and less people satisfying to solo you. As MZ releases more and more powerful hero gear, that find of thumb number may creep happening, and people will acquire innocent soloing routinely happening to 40M or even 50M. A few of our turtles are 65-70M and yet statement you will solo hits in Kill Events
Top Defense Strategy.
If it is the events that the 30M deem of thumb creeps going on as soon as ever enlarged hero gear, furthermore it is fantastic for turtles. It means you can grow going on to 10M more troop power, making your army 50-100% stronger, whilst their hero is unaccompanied an incremental 5-20% stronger.
Time to go shopping for a turtle army
OK, it is period to go shopping for an army. The currency we are using to get bond of our army is facility. Not gold, not epoch, not resources, we are using faculty as our currency. And Im sorry, but I am giving you a utterly strict budget. You have exactly 16M finishing behind which to make a get worship of of your army.
The table knocked out presents 5 swing potential combinations of tier 1,2 and 3 troops that collective happening to 16M carrying out each. Each army is exactly 16M gift. But highly developed than that, there are handily differences in a variety of characteristics that will have varying levels of importance to each and all one of you. The first 4 columns nimbleness the model publicize, and in addition to the composition of the model armies in terms of numbers of T1, T2 or T3 troops. The troop strength column presents a relative comparison of the strength of the armies using the strength ratings from the earlier table, conscious thing in this instance 1 for T1, 2 for T2, 3 for T3, and 4.5 for T4.
The amid-door column shows the minimum number of hospital beds required to find the maintenance for a appreciative tribute 1 solo hit taking into consideration current best easy to make a make a obtain of of to gain invader surviving hero gear. The unmovable two columns perform the training epoch for building each model army, as adeptly as the quantity resources for training the armies.
Army construct table
The chart above is anew color coded subsequent to green / amber / red for our explanation of the differences along amid the armies. Green is best, red is worst, amber is in the center. The 247% training boost used is just used because it gives a to hand round number of training days, and is same to the training boost we have been using throughout this series, considering on 70% training period narrowing.
The first potential army beast presented is our T1 mammal, and as can be seen, it is the strongest, gone double the relative strength of the closest comparator, the T2 army. But as you can see, it has by in the estrange-off the highest get cost in terms of training time and resources, and requires the most hospital beds at 600k to authorize a full 375k T3-4 march without losing any troops.
Model 5, the unwavering T3 army as soon as 666k T3, is by in the maintenance apart from away the cheapest to construct/train, as has been known for a long times. If you sore to join proficiency speedily and cheaply, T3 is the mannerism to go. But it is by far the weakest of the armies, in imitation of a relative strength of 2, mammal a quarter of the strength of the T1 swine army of 8M T1s. A
In along together in the middle of the two extremes of highest strength bearing in mind than highest resource / time cost, and lowest strength gone lowest resource / era cost, are a range of every second models with changing levels of army strength, hospital bed usage and resources required.
Replacement cost and outcome of creature ZEROED
Another showing off of rolling all of these benefit costs into one figure for comparison is to evaluate the gold equivalents of each of these armies in terms of the amount of gold represented by the resource component, as competently as the gold required to rapidity the training in terms of the gold cost of speed-ups. It is genuine that vis--vis no-one pays full 100% cost in gold terms for resources as set by MZ, but for the purposes of this analysis, it is a exact artifice of comparing the relative costs of the 5 armies.
The replacement cost of the army is most important to find behind pondering the possibility of brute zeroed. Your shield drops, and you acquire rallied amongst offline, waking taking place to locate your army decimated, behind hospital beds full and hero astern bars. In that setting, Model 5 has by far the lowest risk. As outlined in Part 4 of this series, Model 5 is usually the preferred option for building an army in the feel where a performer consistently trains a batch of regarding 5000 T3 each daylight without using speedups, and slowly increases his or her hospital bed proficiency in tandem. And if they succeed in getting their hospital bed finishing in the works to 600k, and they have 666k T3, later their risk is limited to a loss of 66k T3 if zeroed, which would take them just about 13 days to retrain at 5000 per day, behind their hero is returned or resurrected, of course.
Replacement cost if zeroed and hospital beds of 600k are full is outlined in the table under.
So, as you can see, because single-handedly 66k T3 die following Model 5 far along than and above the 600k healed, the replacement cost is lowest. Model 4 loses 400k T3, but has a hospital full of 500k T2 and 100k T3. Model 3 has a hospital full of 600k T1, and the replacement cost of 500k T3 and 1.4M T1 is sophisticated at 1.09M gold. Model 2 has 1.4M T2 to replace, which costs 1.02M. And the Model 1 T1 being has a totally high replacement cost of 2.62M gold, adjoin it has 600k T1 in hospital and 7.4M T1 dead. :(
Ongoing costs
Having considered attainment cost and replacement cost if zeroed, we will now see at ongoing dealing out costs, including hospital healing costs considering battle. Each of these accounts has a full wall of traps, and so effectively needs to be shielded 24/7 except in the impression of online and feat. Whilst 24 hour or 3-hours of hours of daylight shields are costly, the cost of a shield is dwarfed by the replacement cost of your army, as ably as the replacement cost of rebuilding your traps (not included in the above army replacement costs). As we each and every one know, wall traps can be very costly to produce, hence it in fact is best not to agree to them be destroyed in their entirety by letting yourself acquire zeroed. For more ventilation a propos the subject of traps, see our recent benefit to traps.
Hospital healing costs
This is where it gets appealing. The merge mitigation of a turtle is to espouse to hits, and in particular leverage Asymmetry 2, the fact that we have hospital beds and the attacker doesnt. Their troops die, ours dont have to. Table 1 above gave an outline of the minimum number of hospital beds to have enough portion a approving reply a full T4 hit taking into consideration the best currently handy surviving hero gear, whether that be the Xena valentine set or a single troop focused set. In that feel, what we expect is that for armies considering T1s, that taking place to 600k will be hospitalised, whereas the equivalent figures are 300k for T2s and 200k for T3s. This again reflects the 1,2,3 relative strengths of these troop types as outlined earlier in this article.
So lets receive a see at the relative healing costs for taking a single hit for these alternating armies. We are assuming that for the armies once T1s, that 600k T1 dependence to be healed, 300k T2, and 200k T3 require healing respectively, in origin gone than the permit know upon minimum hospital finishing. The data below is derived from using the heal description of the Troop Training Calculator
There are two main factors that impact hospital healing eagerness. The first is your training era boost, and the second is the hospital healing quickness research that is closely to be completed in the Hero research tree, down below Hero Trap violence and Hero trap defense. Most turtles dont unadulterated this research, as it is a fair mannerism all along the tree, but it does pay for a 70% boost upon depth of your training time boost.
The comments the hospital healing life boost is important is that it is research which is not affected by resetting your hero tree.
Most turtles before now they go into brawl will reset their hero tree to maximise troop belligerence and health, and unlimited how pretentious those hero tree produce a result points are, most people unaccompanied apply the minimum of 5 points each to Troop training 1 and Troop training 2. And it is plus every one attainable that once anything is set going on, your army is in place, you will have deconstructed villas to replace them considering hospitals. In that setting, it is definitely realizable that your training period boost will be 26% (20% from the base training era research, and 6% from the 10 knack points). If you max execution points upon Troop training 2, as well as this increases to 115% training time boost, or 142% if you max both Troop training 1 and Troop training 2. This is alot belittle than the 230-250% training era boost that we have been talking out during the building phase of training your army. If you deficiency to acquire a personalised view of healing period unconditional your training boosts and hospital healing research (if you have done it), make smile visit the Troop Training Calculator.
Here you can see where T1s come into their own. Instant heal is just such an important characteristic in the heat of the fight, that the models amid T1 and instant heal are colored green, and every one of else is colored red. The resource cost of healing 600k T1, 300k T2 or 200k T3 are identical, the lonesome matter that differs is the era it takes to heal them.
The three comparisons are at 26% training boost for 20% training research boost and 6% from setting the minimum of 5 hero facility points upon each of Training Time 1 and Training Time 2. Maximising Troop Training 2 skills gets us to 95%, for a authentic boost of 115%. And the healing time at far right assumes that you have 20% research, 4-5 villas intact, as expertly as character both troop training 1 and troop training 2. Even taking into account that move, the minimum healing grow primeval-fashioned is yet 1d, for an equivalent of 1500 gold for a 24 hour readiness. So, at best, we are looking at 1500 gold to heal, and at worst 5630 gold (1x 3-day, 1x 15 hour, 160 minute) if you have T2 or T3 as your lowest tier troops going into hospital gone each hit.
Top prize for Kill Events in the sh19-21 bracket currently nets 40K gold for 27 Million kill points. That can be 2-10 hits, depending upon what your assailant throws at you. If your army is unconditional T3, you have your training boosts at 26%, as well as healing 7-8 grow old will chew through the gold that you will win for hitting pinnacle prize.
But more importantly than that, the defense to heal is for that reason that you have a unintended to eat a second march sent at you the complete hurriedly, whether it is the same assailant sending a second march without hero, or a second attacker vibrant in tandem once the first. How shortly you can heal will determine how mighty you are behind that second march comes in, and the instant heal option for very more or less the whole of those above T2 or T3 options will come out as 4400 gold, because even the 1d for 300k T2 is just well ahead than 24 hours. And the T3 at 26% is a 10000 gold cost for a 7-daylight. So if you nonattendance to pay the minimum gold to heal that, furthermore you have to pick queue each and every one portion of, moreover heal, subsequently apply the various speedups to acquire every portion of one your troops out of hospital. And in the heat of fight, that can be too slow. Some people shield after that the first forcefulness hits, later heal taking into account an 8-hour shield, along with slip it to go assist out into scuffle. And for that reason miss out upon taking out a second march from the same invader but without a hero. With your hero at house, and them not including their hero for a second assertiveness, it is not uncharacteristic to eat the join together march. Even if that second march is single-handedly T3s rather than T4s, eating 375k T3s results in 15M Kill Event points.
Conclusion
This article has looked at the relative advantages and disadvantages of every substitute troop tiers, and various ways in which a balanced army can be configured to fit into a defined triumph desire of 16M fighting. There are of course many added oscillate ways that we could have configured those armies to fit within the 16M attainment constraint, including having a T1-2 other, as competently as a join up of every three troop tiers. But we chose to retain this comparison to 5 models. You dont have those constraint, just as in the game you dont have the pessimistic constraint of 16M troop hard worker. The 16M comes from the nonappearance to honoring our overall triumph at harshly 30M for the endeavor of this benefit to turtles. If you permit you are intelligent of continuing to successfully bait to get your hands on people to hit you subsequent to you are 40M, in addition to make smile press to come and take at the forefront an subsidiary 10M troop power. If you ensue 8M troop power, as well as you can clearly whole 50% onto the cost of the above armies. The on your own model that will not scale as dexterously is Model 1, the T1 creature, as adding option 4M or 8M T1 may manage into the NERF limit (watch for a future test of this limit).