WarmongerThis is a featured page

About


The warmonger is a purely offensive hero whose units pack a serious punch when attacking.
Hero Types - WikiWarbook -50% soldier recruiting costs
Hero Types - WikiWarbook larger random factor in all battles

Strategy

Best strategy I know of for a warmonger is to build up your barracks to 25% of your land. Making your troops cost 25 per soldier. Upgrade to Elites and pikeman. Spend most of your experience on attack. Build up your Forts. It will catch your enemies by surprise to see a warmonger with a large defense. I agree with the other thread. Try to have as many mines as possible also. That will help with the building up of your army. See my visionary strategy as well for some tips on raising your mana. Alchemy is your friend, but only to a point. 90% of your mana should go to alchemy the last 10% to spy/scan.


- - -

Warmonger Real World Survival Strategy

Here's my additional suggestion for being a Warmonger in Warbook.

First of all, I am a Warmonger, and I must say it sucks. Why? Simply because i get attacked all the time. It doesn't even matter if it is a chain attack or not, because the attack just keep on coming. 1 from each kingdom will soon add up. I check in on an hourly basis (unless when I am sleeping) and I can also be assured that I would be attack at least once or twice during the hour.

So why didn't I reset my Hero to any other type?
Simple. I like the challenge and I have found a way to cope with the looses.


Here's how it works:


1. Accept That You Will Be Attacked All The Time
This is the Number ONE rule. My ass will be fried. No protection needed.
If you can't take the heat, don't choose to be a Warmonger.

Regardless how well i try to defend my kingdom, most kingdoms will not have much problem breaking through my defence. I am talking about have over 300,000 pikemen and full fort defence for a 60,000++ acres kingdom.

The trick is to put all your units to elites.

You will have minimal looses after each attack. Usually only a couple of hundreds at the most - assuming you have less than 600,000 elites.
(in my own case)

Thus, even if a warmonger has been attack multiple no. of times, the only way to really loose troops the big way, is if a warmonger attacks a kingdom and gets repelled.

Simply put, every time a warmonger gets attacked, he/she only looses the acres, not the troops. So the chance to fight back is really good.


So let them attack. It is okay.
You will need a strong stomach and heart to see your kingdom drop in size every hour. The aim is to push for expansion every 4 hours (assuming mana is 20), so that by the time your 4th hour is up, you can collect more gold when you cast your Alchemy spell.




2. Pick Your Fights
As a Warmonger, we need to know who to pick a fight with.

In general, Top Feed (attack guys at least 50 percent bigger) the following hero types:
- Warmongers
- Slayers
- Magicians

and Bottom Feed (attack those 50 percent smaller) the following hero types:
- Mogul
- Visionary
- Generals


Avoid Automators at all cost.
If they attack you, Shocking Bad Luck.... live with it.
Automators are the natural enemies of Warmongers as they are the only unit with DPA much higher than within our reach.

Visionary on the other hand are not to be worried about as their defence is as strong as our attack. Simply pick on someone smaller and they are usually good to "eat".

NOTE
Be nice. Attack once and leave. Greedy boy gets Tummy-ache. If you chain people, they will (usually) come back and fry your ass.


As a Warmonger, you don't really need to search for right targets to attack. Simply aim for those that attack you first. That should be quite a good list to start with, before finding fresh targets.

Let the attackers' attacks be an advantage to you. If you fight back or expand immediately after an attack, your Alert Level will switch back to MEDIUM and Resources to PLENTIFUL. This is not good for you as this will invite more attacks. In the game, it doesn't really matter if you have any gold or not; simply by attacking will cause your status to be PLENTIFUL.

Thus, you can have 50 million gold and have your resources be on Scarce. Which is really good for a Warmonger.




3. Building and Units
This is a simple one.
Like the above posting's suggestion, 25% Barracks and 75% Mines.
Average Player: 80% Elites, 20% Pikemen
Power Player with BIG stomach for land looses: 100% Elite.

Forget about anything else... it would be gone before you can say WarBook.





4. Making Money
This is important and here's how a Warmonger can make loads of GOLD...

Every hero waits for his/her hourly gains. Warmonger gets to do that and sell troops too. Thus it is important to lower cost of soldiers to 25 gold.

Here's how troops selling works.

Some guidelines:

* Collect gold from others first before you buy soldiers.
* Never have a situation where you have soldiers on hand and need to look for a buyer.
* Know that when other kingdoms send you gold, at least 10% will be lost
* 10% of troops will be lost too and only 50% of total purchase can be sent over each time.


The real cost to a buyer is higher than 25 gold.
Here's the real cost to them. Assuming lost is only 10% for gold and troops.

Based on 1 million gold sent over, you will only get 900,000 gold.
Which means, instead of 40,000 soldiers, in reality, you can only buy 36,000 soldiers at 25 gold each.

In addition, 10% will be lost when you send the soldiers back, so... it works out to be around 32,400.

But wait, there's more. As you can only send up to 50% back, it stops to make sense when you have less than 5 troops left. So the real number is slightly lesser than 32,400. So to be safe, we'll round down the number to 32,000 soldiers for a million gold.

Thus the real cost to a buyer is actually 32 gold per soldier.
I recommend a profit of 25% - making the cost per soldier 40 gold each.
If you like to earn less, go ahead.

Thus, ask for 1.28 million for 32,000 soldiers.
At 50 gold for all other players, it would have cost them 1.6 million for 32,000 soldiers.


NOTE 1
I used the million mark as a gauge simply because the gains are too little if you deal only with a couple of thousands gold.

NOTE 2
It is important that you sell to those within your range. If the player is too high above you, lots of soldiers will be lost when you send. As a gauge, send 10 soldiers to test the percentage.


You may worry that your potential customers will compare your price to those in the forum that charges only 25 - 26 gold per soldier. It is okay, because you can argue that:

* Your sale is safe - sell to your attackers, especially Automators
* Transactions with strangers may not be safe
* Promoting to your attackers tend to yield better results as they have just expanded and will need soldiers.
* IF enough people do it, then we can informally push the retail price of soldiers up to 40
* Say what they like, 40 gold IS STILL CHEAPER than 50 gold per soldier.



In the end, you can use the gold you've earned for extra troops yourself.
This will prevent you from loosing too much gold being the prime target for attack.




5. Getting Support
As a Warmonger, make as many friends as possible. One more friend is one less enemy. Convert some of your friends to be your customers as well.

Share with your friends and customers that you will need their support to protect or counter attack for you so that you can continue to supply them troops.

Give them a list of ALL the other Warmongers, Slayer and Magician who have attacked you and let them profit from it - do it after you have taken your revenge.

With such a strategy, you can expect to have a win win situation for you and your friends.




6. Experience Points
A common question and concern for all players is how to allocate your experience points. In total you have 100 points - assuming maximum level stays at 50 and each level gain gives you 2 points.

As a Warmonger, I see that 20 for mana is enough for me - i set an alarm to wake me up every 4 hours to cast an alchemy spell. Only reason why you want more Mana is determined by how much sleep you want.

As a general guide, try not to go beyond 65 as mana needed for alchemy goes up.

I personally find that Bloodlust is quite useless. Yes, it does give a larger damage, but if you look in the long term, no real compelling use of it. Imagine give up 2 casting of Alchemy for a Bloodlust... you gotta hate someone really bad to do it. I personally go for gold, always.

The only question for remaining experience points, after you have allocated the desired points to your mana, is to decide between Attack or Defence.


I offer 3 suggestions:

Option 1: 100% Attack, 0% Defence
In this option, you GOT BALLS man.... let the others take from you all they want.... you will only go back and take from them again... with interest.

Good only if you really like attacking people and don't care about your lost.


Option 2: 0% Attack, 100% Defence
This is the option i go for. In my case, my defence is at 100 points. which gives me as much protection as i can get while my elite has a Attack of 8. So I am able to minimise the damage after each attack by other kingdoms.


Option 3: 50% Attack, 50% Defence
This is really a booster strategy. You don't tip the scales of your strength and weakness, but just boost them up. As such, you have a bit more for both Attack and Defence.

NOTE
Regardless of how you allocate. Others will still break though your defence.
If you have a concern or strong opinion, refer to point no. 1 above.

Forget about allocating your experience points to spell. You won't see the improvements in your spell attacks or alchemy.

- - -

That's all for now folks. Thank you for reading. :-)



================

High Alert / Stripped Resource Strategy

I've been playing warmonger for a few weeks now and I'm loving it. I call this the high alert and stripped resource strategy because it is exactly that - your goal is to make everyone mad at you so your alert level is always high and your resources is always stripped. All you need to do is get about 5 or 10 warmongers or slayers mad at you. They will constantly attack you. It is important that you only attack these players the moment they hit you when their alert and resource level goes to green. Hit them only once or twice and wait for them to hit back. Because your alert is so high, it most likely will be 15 acres taken from you while because they're 0 alert, you'll be taking 300+ acres... Remember not to retaliate too much, watch your alert level.. If you retaliate too much your alert level will go down. You will want to keep your resource at scarce and only attack when they're green. I haven't tried this on wizards, necromancers, general, or any other heros... I'd definitely not mess with wizards and fireballs and automators... They'll cream you!



No user avatar
pressingonalways
Latest page update: made by pressingonalways , Jan 10 2008, 8:55 PM EST (about this update About This Update pressingonalways added high alert strategy - pressingonalways

203 words added

view changes

- complete history)
Keyword tags: None
More Info: links to this page
Started By Thread Subject Replies Last Post
Anonymous Warmonger-Necro Teamwork Possibilities 0 Nov 7 2008, 11:19 PM EST by Anonymous
 
Thread started: Nov 7 2008, 11:19 PM EST  Watch
Mongers and necros complement each other very nicely. Necros generally depend entirely on magic to "raise the dead" and create elites; hence, they never actually use gold on that; they just buy soldiers and use magic. That's where mongers come in, b/c mongers are able to buy soldiers at only 25 gold when they've got their barracks maxed out (which you should do via barracks cycling on every single run). Mongers can "sell" soldiers by buying a few million extra and sending them as aid to a friendly necro (remember the 10% tax though) and in exchange, the necro sends some gold to the monger which is less than what the necro would pay per soldier but more than what the monger paid. You have to factor in the 10% tax each way though, so the general price is somewhere between 35-40 per soldier as a raw starting point. Also, new to the game is an additional tax to anyone giving aid to someone much larger than them (do I have that right?) but not to someone much smaller...but that's no problem for mongers b/c they easily rise above and below depending on the time of day, so you just have to send the aid back and forth when the acres are properly aligned. Generally speaking, this is much more helpful to necros than it is to mongers, so necros will often return the favor by tapping the monger every once in awhile...or, in a well-organized alliance, you can get tapped all the time. But that's kind of cheating...though it is very nice in moderation. Anyway, that's the best way to make extra gold as a monger and put it back into soldiers...which gets you extra gold...which gets you extra soldiers...it's nice. Try it. As far as networking with people and doing things as a team, this is the bread and butter of a monger in the alliance context. Besides protection, there is no reason for a monger to be aligned with anyone. But this is quite useful and effective, though not really essential unless your goal is the leaderboard.
2  out of 2 found this valuable. Do you?    
Keyword tags: None (edit keyword tags)
Anonymous Building the monger army 1 Nov 7 2008, 10:52 PM EST by Anonymous
 
Thread started: Oct 12 2008, 4:10 AM EDT  Watch
I'm testing a little glitch in the game to see if it works at all. I've noticed that there is no such thing as negative gold, and I know some defensive-minded people have abused that glitch a lot, but I'm testing to see if mongers can do anything w/ it. Here's how: I saved up gold after a run via hourly output and alchemy a couple times a day. Then I bought up the necessary barracks and spent the rest of my gold on soldiers. Now my profits are at -27mil per hour, but it doesn't actually go down at all since it's at zero. A few hours later, I got back on and cast alchemy twice. I had enough money to buy over 3mil more elites. I don't know for sure, but it looks like during that period of time I lost a quarter million troops, tops. And in reality, I lost no money. I wonder how long tis can work. It seems like I can get my elite numbers up by an extra 10mil or so over the course of a day or a day 1/2. If I can get an extra 10mil elites for every run w/o losing anything except a little bit of land that takes an extra 30 seconds to regain on a run, I think that's a pretty good deal. We'll see if it works.
1  out of 1 found this valuable. Do you?    
Keyword tags: None (edit keyword tags)
Show Last Reply
Anonymous Mongers attacking autos 0 Oct 12 2008, 4:01 AM EDT by Anonymous
 
Thread started: Oct 12 2008, 4:01 AM EDT  Watch
Once you reach the point where you start w/ at least 20mil elites on a run, autos cease to be a monger's worst enemy and become their best friend. From 1mil acres up to 2mil, there will be a few non-auto targets w/ plentiful resources, but it's precious few. If you are attacking people in the 1mil range and up and have sufficient elites, about 20-30mil, by all means bottom/mid feed on autos as high up as you can possibly go. Then turn your barracks back into mines, accumulate gold, and start over w/ brand new barracks and an even larger army. Here's why: If you take too long to find targets, you will lose anywhere from 300k to 1mil acres while attacking that you don't really need to lose. Then you find yourself fresh out of targets and you don't have the acreage to cover your army's expenses for very long. If you attack autos, though, you will have plenty of plentiful targets in the 1mil plus range. You can attack quickly and set yourself up without too many losses in the middle of your run. As a high-level monger, it's all about speed, and once you have a general feel for what range of auto you can defeat w/ 26mil elites as opposed to 20 or 18mil, you should be able to fire off lots of successful, long-term profitable attacks on all the autos in your range. Remember: One and done. Get the maximum from one, then move on to the next. Chances are, if you hit 150 autos once each in a run, only 5 or 10 will ever be able to find you when your resources are at plentiful. But you can always find autos with plentiful resources. They're everywhere. Start incorporating some auto bottom-feeding at the lower levels just so you get a feel for how high you can go w/ a given number of men. Pretty soon, you'll be hitting autos almost exclusively.
3  out of 3 found this valuable. Do you?    
Keyword tags: None (edit keyword tags)

Anonymous  (Get credit for your thread)


Showing 3 of 9 threads for this page - view all