Anonymous |
Warmonger's war path
Nov 2 2007, 9:04 AM EDT
build only mines and elite beserkers when you level up put ever stat on attack prey on anyone within level range attack once and move on .. this is the strategy i've been using and its been working quite well ..i've been thinking about starting a new account with warmonger and using first 19lvls to get 200 mana and become a warmage after lvl 19 put everything on attack since warmongers def stat starts at 0 and defence is so weak why even try just strike back when you attacked and take it back :-) anyone else have any ideas for warmonger let me know on this thread
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Anonymous |
RE: Warmonger's war path
Nov 2 2007, 10:31 PM EDT
since soldiers start at 50g , i suggest buying like 30000. that'll give you a head start on def and attack early on. attack often and get as much land as you can get. also up grade into berserker as you get more money. also , like that guy said, Magic is good so you can keep spying in players you can take over. Also its a good idea to keep a lot of little guys since they're cheap and can absorb more of the deaths in battle. Its really expensive to invest on defense as a warmonger so you're better off stacking attack.
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Anonymous |
RE: Warmonger's war path
Nov 5 2007, 1:57 PM EST
The best advise in this strategy is the "attack one and move on." The best way to cause retaliation is if you attack the same target multiple times.
People are more likely to spend their 20 mana fireballing the guy that attacked them 5 times in a row than the guy that hit once.
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Anonymous |
RE: Warmonger's war path
Nov 20 2007, 7:21 PM EST
Ive been finding that Defence in any way shape or form is pretty much useless for a warmonger. Im in the process of letting my pikemen die off, just gonna maintain a pure elite army. Sure most people can walk all over me taking my land, but then it is so easy to get it back on a bloodlust. I find that every day I lose just under half my land to random attacks and the odd chainer, but with the money I earn during the time I have the land I can build more elites than I had the day before. To build your initial elite base use public soldier selling to fund your attack runs, most clients dont mind if you take 10 minutes to use a large order to bump up your land size, then send the troops on. Makes it so you dont have to use the elites you are trying to build up.
I work in the 60-120K acre range. Most numbers here are relative to that.
If you have 300K elites thats over 5M attack on a bloodlust, or 3.5M without, both of which.
In my build I have 80 max mana, which is a good number for what I do. Bloodlust as you know costs 40 mana to cast, and at 80 max mana, alchemy costs 24, and your refresh is 8/hr.
What I do is start my bloodlust early in a period where I have 64 mana or late in a period where I have 56 mana, so that when I finish my rampage I have enough mana to cast an alchemy. I use the money from the alchemy to get my lands back to where my barracks take 25% of my land so I can snap right back to troop dealing, usually in an attack run where I double my size, I spend just under 1 alchemy to restructure my lands for building troops, at worst I have to wait till the next refresh to finish off rebuilding the last few barracks.
Following this strategy has got me from a kingdom that couldn't hold more than 10K acres to a kingdom that daily hits over 100K acres, also allows me to have a huge client base for selling soldiers as I can serve anywhere from 25-240K acres on almost any given day, depending on timing.
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Anonymous |
RE: Warmonger's war path
Nov 20 2007, 7:22 PM EST
Me again, just realized I didnt finish one sentence there.
*both of which will break through most people in the 40-60K land range.
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