![]() Of all the things I listed above, if your lead has one or more of these things and the competition doesn't, you'd have an advantage over the competition. Does the overlord guild have a 5 piece mythic champ lead? 8 piece? 8 piece and all p2p fams with 5 slots? Max wonder research too? Lots of T5 fillers as well? Multiple decent leads too? Is there decent competition between a couple guilds that would allow your guild to observe the strategy of the overlord guild? You could have a couple of your bigger players just scout wonders before/after they change hands to see how your opponents fight. Your lead's stats are only relevant in relation to the competition in your kingdom. Also use DA as a learning opportunity since it allows you a free chance to experiment in a wow-like environment. You could always start with a fort and see how it goes. which I assume works the same way but I don't see how it is "better" than 424, etc. You need to keep on changing the comp until you fully occupied the base/fort (which would cost a lot of winged boots).Įdit: There's also 947, etc. In sum, none of these setups (442, 424, or 244) are the best. Even though this might seem like the "strategy" part in LM, in the end, in LM, strategy wouldn't matter if you don't have the money to back it up. Another is that this would not work if your gears/familiars, etc. One thing to note here though is that if the enemy is good, he might try to predict that change in comp and send a cavalry blast instead which would destroy that 424 comp. Unless your rally lead has weak ass stats, that should be an easy victory for you. Whether the enemy cancels the rally or makes it walk, it doesn't matter. Now, the enemy is countered by 40%, equal by 40% and will only counter by 20%. Perfect! isn't it? BUT little did he know, when there's only 1 minute left, your rally lead would start returning your troops and change the comp to a 424. Why? Because with that comp, 40% will be countered, 40% would be equal and only 20% will counter the infantry. Seeing this, the enemy would send an infantry blast. For example he went for a 442 setup, now that means the base/fort has a 40% infantry, 40% ranged and 20% cavalry. So how do you use these setups?įirst, your rally lead should send whichever setup he want, 442, 424 or 244, it doesn't matter. ![]() *Not sure but this is my understanding about 424, 442 and 244.īasically these setups are use to defend against blasts since mixed setups are not viable anymore because of the familiars, counter research, and other updates. ![]() Remember infirms give 5% army hp per 25 infirm, so have your rally lead have as many infirms as they can. It's hard to out a number on it because I don't know what level of gear we are talking about. You will want more inf and cav attack than range and lots of army hp. You will want to attack and defend in mix gear. ![]() The longer your range lives, the more damage your inf and cav does. Since you sit in range pha, the spear range hero provides a lot of survivability for your relatively low amount of range troops. I tested with a guildmate and there didn't seem to be a noticeable difference. The 2 inf 1 ran and 1 cav heroes are army, 1 range was a attk/hp range hero, ie, snow queen, petite devil, master cook or Grove guardian.įams, best setup was gryphon and 3 150 pact 5s 1 600 or 3 600s and 1 150. With that 424, I found 2 inf heroes, 2 range, 1 cav worked best. It's your best option of defending, assuming equal power leads. If you see someone sending 442, you need to swap to inf pha. 424 you want to sit in range phalanx most of the time. ![]()
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