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Forum : Strategy & Tactics
AuthorTopic : Medival techs (closed)
Wimptastic
Joined 11/06/2005
Posts : 111

Posted : Wednesday, 29 June 2005 - 21:30

I'm still attempting this tech build in a campaign, and only at the second turn, but it looks promising.
turn 1: research taxes, build blacksmith, Make blind unconditional NAPs, run rampant.
turn 2: research Building materials in order to save valueable resources for later, continue looting.
turn 3: research Military, build acadamy and Guild, end offering NAPs (have to fight somebody)start building barracks.
turn 4: research Archery for when barracks are done.
turn 5: research castle protection. Barracks should be done. upgrade barracks up to expert siege, assign archers and catapults only.
Afterwards, research castle defense, advanced weapons and advanced armor, and Recon (note: at this time spy reports are bugged so the only benafit you'll recieve will be outposts) in the order you see fit, and don't foget to take over and expand quickly.

Mog DoC
Joined 5/02/2004
Posts : 14303

Posted : Wednesday, 29 June 2005 - 21:39

Archers are dung compared to ballista. Take my word for it, they do about as much damage as a spitwad.

Wimptastic
Joined 11/06/2005
Posts : 111

Posted : Wednesday, 29 June 2005 - 21:49

but that requires you to research for each and every additional barracks, and still requires archery skill anyways, currently It is possable to build and use several barracks, would YOU like to pay the bill for those, and then not use the upgrade because you are building catapults.

Juxtaposer
Joined 27/11/2002
Posts : 355

Posted : Wednesday, 29 June 2005 - 23:33

Seige machines are units usually used for offensive strategies such as destuction of resources or walls. They require melee protection or fall easily. Later in the game they are invluable for taking down attacking towers.

You may not be able to have enough melee units if you go to siege right away. A scout rush would be brutal, by the time the squires arive your doomed!








Mog DoC
Joined 5/02/2004
Posts : 14303

Posted : Thursday, 30 June 2005 - 03:03

Wait until your archers are getting slaughtered by ballista or marksmen. You probably want to build ballistas in one barracks and melee in the other two.
If you can afford Marksmen, they are extremely effective ranged units.

Catapults are very expensive but they are pretty wonderful when you go to attack your opponent's castle. As stack of 25-40 is gonna tear down a wall pretty quickly.

Offspring
Joined 24/05/2005
Posts : 269

Posted : Thursday, 30 June 2005 - 06:12

I dont think you should get catapults till turn 20+ because noone has mega fortified castles at that stage drawbridges have only just started getting up and i dont think anyone is stupid enough to build walls or palisades infront of their gates so you can still get into casltes quite easily. But i dont build catapults till around turn 50 or 60.

Wimptastic
Joined 11/06/2005
Posts : 111

Posted : Tuesday, 5 July 2005 - 00:18

then why are SO MANY "REPUTABLE" PLAYERS getting catapults by turn 2!

Last Edited : Tuesday, 5 July 2005 - 00:19

Sage DoC
Joined 8/11/2002
Posts : 4070

Posted : Tuesday, 5 July 2005 - 00:35

There aren't, I don't even think that's possible. You're most likely seeing a bug which makes the casualties page say certain troops died...troops that never existed.

Wimptastic
Joined 11/06/2005
Posts : 111

Posted : Tuesday, 5 July 2005 - 00:42

Casualties show what killed X number of troops the previous turn. And I've SEEN it done.

Seen it in two different champains, and is possable to develop Castle protection and military by then, the rest are simple upgrades, build new barracks, use one of the free assigns, viola, Catapult. Is very hard on materials though, but then if you've got it, fluant it. And there is nothing that more unerves another player than haveing to deal with a catapult rush on turn 6, they're fun.

Last Edited : Tuesday, 5 July 2005 - 00:57

Gutterfly
Joined 19/01/2002
Posts : 1877

Posted : Tuesday, 5 July 2005 - 03:52

Yeah, I've had to deal with my fair share of cat rushes on turn 6. I piss my pants every time. I've been playing this game for a long time, and I don't think a game goes by without at least one.

Rog Ironfist
Joined 8/04/2003
Posts : 1492

Posted : Tuesday, 5 July 2005 - 03:55

Finally! ... and it wasn't me this time.

LOD
Joined 13/12/2001
Posts : 5681

Posted : Tuesday, 5 July 2005 - 03:58

The only cats Ive seen on turn 6 are the ones howling in the ally outside Scary , sure

Ultima Bahamut
Joined 1/12/2001
Posts : 2508

Posted : Wednesday, 6 July 2005 - 20:21

huh? cats at turn 6?where you get that?

Tyler salyers
Joined 13/05/2003
Posts : 1141

Posted : Saturday, 9 July 2005 - 08:52

ive only used cats once so im not much on this topic

Wimptastic
Joined 11/06/2005
Posts : 111

Posted : Tuesday, 27 September 2005 - 00:45

since cats do pitiful against ppl and the attack building with ranged bug is fixed, ballistas are becoming more popular, and so the tactic have changed.

Replace Cats with balls...

But not too long ago, Cats where the greatest foe since the garden rake and hedge pruner, and more destructive than those pesky lawn darts...

But now those lawn darts have come back with a vengance, Archers for "cost effectiveness" Balls for outright range, and marksmen for massive damage with a heft of range, plus their great mobility (10/10), but with an astronomical price tag.

Cats still have their place though, in your neighbors backyard for example...

I am so ashamed of this thread that I have decided to close it.

Last Edited : Tuesday, 27 September 2005 - 00:48

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