Warmonger |

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Jan 10 2008, 8:55 PM EST (current) pressingonalways 203 words added
Jan 1 2008, 12:29 PM EST jimmyyue 9 words added, 9 words deleted

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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.


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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.

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



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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!