Guide to Military Training

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  • Guide to Military Training

    Hi All, l am unable to post directly to the guides section so l am going to post here & the Mods will transfer to the guides section. Hope your ready for a long read over 10,000 words here

    Wars - How to use Ikariam Board & post CRs

    How to use the Ikariam Board

    Using and understanding how to use the Ikariam Board is very important during a war. As per above a Conflict thread will be opened at the start of a war.

    War Thread.
    War Thread, this will contain the War declaration, the Terms & the Conditions for ending of the war. In this section players from both sides of the war will battle with words & Post Combat Reports (CRs). This War Thread is where many other Xi players will come to see how the war is progressing, so think clearly before posting here.

    Combat Reports must be converted using an approved Combat Report Converter. I recommend the following 2:

    CR's can now be converted in Game.

    Select "Military Adviser" ---> Combat Reports ----> Select the CR you wish to Convert
    --->Scroll down and select "Combat Report Converter"
    The default of Converting the CR is set to "Text" which will Convert the selected CR ideal for Messages if you want to post on the forum and have the spoiler code included then you will need to mark "BBCode"
    To copy the CR, Just click on the section "Text for Clipboard" The box will appear blue and then select copy...you are now ready to post the CR on the forum.



    Posting CRs can take a bit of getting used to. Here are the steps to follow:

    1. You need to setup an account on the Ikariam board, most people use the same name as they use in game for easy recognition, go to the below link & then choose register board.en.ikariam.gameforge.com/index.php/BoardList/

    2. Then go to the alliance conflict page and find the war thread

    3. Once in our thread, hit the reply button, then enter the Subject (usually in here l put US v “Enemy” then if a win or a loss, but you can put whatever you like)

    4. Next you will need to copy the converted combat report, it is best to use the format type of BBcode, as this adds colour & formats better

    5. Then paste CR into the Message box, you can add extra comments in here if you want

    6. Next you need to put your CR into a spoiler, if you use BBCode to convert this is automatically done, if you used 'Text' toc convert the CR you will need to do this yourself, this is done by highlighting the full CR & then click on a Black box with white letters of SP.You can have your CRs in separate spoilers or you can put all in 1 spoiler

    7. Next l click on the Preview button (this will show you how your post will look) if you are happy just hit the Submit button.
    That’s it, you are all done. It sounds hard, but after you do the 1st one it is quick & fast. Now Ikariam asks that each person only posts once a day, so if you have lots of CRs post all in one. A couple other system things...

    A. After posting you have 1 hour to edit your post further, after this you will have no edit access.

    B. Once you post you have to wait 1 hour before you can post again.


    Wars - How wars start
    When an alliance decides to declare war on another alliance they must announce it in the Ikariam Board. This way you can have the bashing rule lifted for the term of the war
    Bashing Rule (You cannot attack a player`s city more than 6 times within a 24 hour period.) This includes In-actives Bashing Rule No longer applies

    Only the Leader, General or Diplomat of an alliance may declare war. The title of the thread must be in the format of Alliance Name (Tag) vs. Alliance Name (Tag). When you create the War thread, you must also create a CR (Combat Report) thread.

    Important points
    • When declaring a war, the ending conditions should be clear and give the option for either party to withdraw (Most battle in Ikariam are based on total damage caused, as this is measurable).
    • All Combat Reports must be converted using a Combat Report Converter & if a Combat
    Report thread is 7 days inactive - the thread will be closed by a Moderator and the war will officially be over
    The bashing rule is not lifted until 12 hours after the war is posted & when they war is officially over a 12 hour 'cool down', where the bashing rule remains suspended- bashing Rule is no longer
    • All CR must be contained within Spoilers (Spoilers is really a misleading name, basically you are putting your CR into a box, so when people come to read it they click on the box & it expands to be able to read CR, reasoning behind it is to reduce the size over all combat thread)
    Links:

    Board rules to War
    Alliance Conflict Rules rules to War
    Wars - How wars are won
    In most wars the aim is to cause more damage loss than you take. Some wars have other aims but usually these never work & turn into infighting. So all wars l have been involved in are all about damage
    Damage – is incurred in two ways

    1. Being pillaged – all resources stolen are counted as 1 damage loss per resources, so if you leave resources unprotected it does not take long to build up huge losses to your alliance. I have been in wars before where almost all the alliance fought nonstop & won all battles, but one lazy member allowed them to be pillaged nonstop & did not let anyone know & we lost the war

    2. Killing troops – all troops that you build take resources to construct (See attached link it will show you how many resources needed to build troops) *** Import Note – some people may use buildings to reduce the cost of producing units such as Fireworks Test area, Optician & Carpenters Workshop, the CR converter cannot tell the actual cost of unit so it uses the not reduction price, l know this then is not a perfect situation but is the best we can do.

    So the most important thing to remember is winning battles is not the main aim, the main aim is to win battles but also cause more damage. If you get in a situation where you are losing by heaps of damage it might be better to run & fight another time. This is very common when enemy have Hep forge running and we don’t. Never get stubborn about protecting a town unless it holds some significant value or has heaps of resources that can be killed.
    Always post all winning damage CRs, we must prove the battles we win as the enemy won't post damage losing CRs.

    Units
    ikariam.wikia.com/wiki/Unit

    Ships
    ikariam.wikia.com/wiki/Ship

    KEY
    ------------------------------------
    1 Resource (wood,wine,sulfur,stone,crystal) = 1 Damage
    1 General = 50 Resources

    Military Training

    Mobiles
    If you want to be a very effective warrior you need to use mobiles there are many techniques you can use that l will explain

    What is a mobile?
    - It is a town that you are not planning to build & then upgrade into a full sized town, you use it then delete & rebuild in another location.

    How do l get a mobile?
    - You upgrade your Palace, each level of the palace give you ability to build 1 more town, the good part about having mobiles is you don’t really have to worry about upgrading the Governor’s Residence to cover the corruption it causes as normally they are not planted for long periods.

    How many mobiles should l have?
    - It is a question of balance, on one hand mobiles won’t make you money on the other hand the more you have the more options you have during war & non war periods
    - I personally think 2 mobiles is very effective, one is helpful but cuts down your options, three is great but you are now earning much less gold meaning you can’t have as big an army or you have to spend more time in gold mode

    Uses of mobiles
    • Non War

    Pillage locations – During non war periods it is great to build up your towns & your gold supplies. A good way to do this when you have emptied local pillage locations is to drop a mobile near an inactive player that is on the out skirts of the map(especially if no other players in this area) normally you will find huge stockpiles of resources. So you drop your mobile & move over troops & small amount of resources to start construction, as you are not planning to keep this town you just build
    4 x Warehouse
    1 x Dump
    2 x Trading Port
    1 x Trading Post

    Upgraded enough to cover the amount of resource coming in, you can either stock pile in mobile & ship home as you need or find a player that would like to buy large amount of resources at discounted prices you can even deliver to them for more profit.
    Example – In a 3 week period made 72 million profits, many players are happy to buy but don’t want the effort of pillaging seek these players out to help you both

    * War
    Wonder cool down reduction – This in my opinion is the number 1 advantage of the mobile, as per my wonder guide the more number of towns with temples on a specific wonder will reduce the cool down of that wonder

    Technique 1 – (Easy drop – Wonder already fully charged)
    Go to the island view of the island you want to drop mobile on click a vacant spot & load up 148 Crystal hopefully this is on the same island as your main town that way only 10 min travel time & short load, once town lands build temple (build time 39m 36s) as soon as temple built activate wonder and delete (very important you delete quickly or you will start pulling down the charge of the wonder)

    Technique 2 – (Easy drop, but need to recover population & you have full sized town on same island – Wonder already fully charged)
    Go to the island view of the island you want to drop mobile on click a vacant spot & load up 148 Crystal & 1150 wood, once town lands build barracks (build time 1m) then queue up 39 spearman (build time 39m) build temple (build time 39m 36s), as soon as troops built move them to you full sized town) as soon as temple built activate wonder, once troops arrive at your town delete mobile.
    So for a small cost you have decreased cool down & only lost 1 population (as you can dismiss the 39 spearman once they arrive home & get all people back & some resources)

    Technique 3- (Hard drop – Wonder not charged but upgrade to level 5)
    Go to the island view of the island you want to drop mobile on click a vacant spot & load up 1250 Crystal & 1250 wood , once town lands build barracks (build time 1m), then build warehouse (build time 1min, then build temple (build time 39m 36s), then send more wood, crystal and a few hundred spearmen. As each level of the temple builds fill it with priest and upgrade to the next level, by the time you get to level 3 you will run out of population so then go to the barracks and the dismiss 20 spearmen at a time, they will now join the town population & you can allocate them to the temple, you can keep doing this forever, the town will say “The citizens of the town are angry” but don’t worry as long as they people are in the temple you will not lose any. Now you can get up to and beyond 500% conversion rates, the wonder charge time can get down to about 1 day compared to 4 days for 100% conversion rate. Once wonder has been fully charged, pull out the excess priest & then quickly rebuild spearmen before they leave. *** Remember that you will also need to build up your Spy hut to minimum of level 11 in a mobile to make sure you do not get spied.

    Sneak attack of an enemy town – It is very important when attacking an enemy you give them little time to react, the less time the have the more chance they will panic or be offline

    Technique -
    Drop a mobile one or two island away from your target (make sure none of the enemy are on this island or they will let their alliance know you are coming), best option is if the island has an non alliance player with low generals as you should not send all your troops to your mobile and then try to load out of little ports or you will be there for days.
    Once mobile ready move troops & fleet to your town, once they have arrived get you troops to attack non alliance town & send you fleet to occupy port of your enemy. Once you occupy his 1st port you can now attack his other town quickly & using his own AP to wave, troops can attack once you occupy non alliance town use the AP in town wave correct troops.
    ***Important choice you have to make is what happens if l get hit colossus where do l want my troops to go, all the way home where could be safer or to my little mobile. You need to think about how many enemies in the area, how many l expect to fight, how far my main towns are away & do l have my own colossus?
    Normally once l occupy the non alliance town l would go to the drop down box under the Military view in that town & change my home town to one of my closest full sized towns(as troops travel fast), my fleet l keep attached to my mobile. If you get colossus or just too many enemy flee battle & they will move back to your mobile (1 hour pull penalty & travel time), usually the enemy will come and occupy your port once you fleet return you can hit colossus & then move you fleet to safety or to re attack

    Pillage mobile/s – Wars based on total damage using a mobile can win you the war

    Technique 1– Drop a mobile on the island of your enemy once you have established a foot hold on the island, in the town you have occupied go to the drop down box under the Military view in that town & change it to the mobile you have just dropped, now go and pillage your enemy, you will have 15min travel time to enemy, then 30min load time if full pillage, then 15min travel time back, once you arrive back at the occupied town your troops jump off ships & the pillage moves to you mobile 10 min travel time. What is important here is not to have any warehouses or Dump this way the pillage goes into town but cannot be stored so it is destroyed, this way the enemy cannot pillage it back & you don’t have to worry about trying to ship off island, you can pillage about 80k every hour using this technique.

    Technique 2 – Advanced mobile pillage (l call it the frog method it needs 2 mobiles)
    It is a mixture of sneak attack, Hard drop wonder & pillage mobile good to use when you are far from home and want lots of pillage & sneak attacks

    First you start with sneak attack, drop mobile (send 1250 wood), once mobile drops build barracks (Cue up 39 spears) & trading ports, then send 4-5 k wood over, troops & fleet. Over the next few hours build up your trading ports to about level 4 for both ports. Now once troops/ fleet arrive move out as discussed in sneak attack then once you secure some ports & towns in enemy area go to your barracks and dismiss 40 spearmen or other troops (you need 1250 wood & 40 population to build new mobile), then go to the island you want to move to and drop mobile don’t send extra resources for now you can do that later. Should only take about 30min to load then travel time to new location. Now you have a mobile on the island you want to pillage this cuts down pillage travel times, you can do this frog jump back & forth all over the place in a short time very good when you are far from home & is very cheap usually l use wood l pillage from the enemy to do & you will only loose a few population each drop.

    Island blocking – During war there will be time when you want to lock down an island, this will involve taking all ports, but you also have to worry about enemy Moving towns with Ambrosia & dropping their own mobiles to get troops onto island (When you own all the ports on an island you can move troops onto island even through ports that are currently fighting as long as you owned the port before battle started, but the enemy cannot move troops sea battle) A good option in this situations is to drop a mobile on the island, choose your furthest town and send ships, once your ships on the move the enemy cannot build or move to that location, once your ships arrive & town builds you can delete & send again, this way the enemy cannot occupy and you don’t have to worry about having fleet there to defend.

    Advanced Techniques - Waving what & how it works

    Waving

    To win on damage in battles & to reduce losses the most important technique to use is waving.

    Basically waving is sending certain troops into a running battle & then pulling them out before that round's counter hits zero. This way these troops only fight once & then head home to heal and re-munition. Or sending in batches of troops into battle in fixed sizes so they only fight for one round then the next batch fights the next round.

    How this works, the benefits

    Some units in Ikariam suffer what l call compounded Hit Point loss, so the longer these troops are in an ongoing battle the more their losses increase each round.
    What happens is that after each round the total damage taken by the unit shared across all the alive units in the battle (for example, you have 1000 SG in a battle, they each have 184 hit points, you take a total of 16836 damage from the enemy, some SGs die each round, the survivors each take a shared loss of about 20 hit points each per round, so after about 5 to 6 rounds you will start to see the numbers of SG dying increases as their hit points get under 50%. If left in battle long enough, you can lose up to 86 SG every round).

    Which units are most affected

    Steam Giants - If you have 1,000 steam giants in battle, from round 2 onwards losses will climb as long the enemy has Catapults or Mortars firing

    Balloons - from round 2 onwards losses will increase, round by round 5-6 all balloons will die every round

    Gyros - These take a lot of hits before the losses mount, increase by 2 losses every few rounds after about 6 rounds

    Rams Ships - The losses on these start to increase in battles that last more than 8 rounds (so only when Ares running)

    Steam Rams - The losses on the start to increase after about 4 rounds & keep on increasing

    What you need to get waving to work
    Action Points (AP) - Every town in Ikariam has action points. The higher the town's level the more action points it will have. To see how many action points a town has, choose the town in your drop down menu, just below you will see an arrow with a number next to it; this number is how many action points you have to play with.
    Now you will notice that in your own towns you have more action points than when in an alliance or occupied town. For example in your level 1 town you will have 3 AP, but if you go to an allied town you will only have 1 AP. This 2 point difference stays the same as the towns build up and gain more AP.
    The reason you need lots of AP point is because of Travel time & Retreat time penalty
    Here is an example of getting 1 batch of troops to battle, then retreating, travel back to town(No balloons in example)

    Troops to enemy town - 15min (1 round)
    retreat troops as they arrive, they battle 1 round - 15min (1round)
    1 hour penalty for retreating troops - 1 hour (4 rounds)
    Troops return time to home town - 15min (1 round)

    Total - 7 Rounds
    if you are using balloons it takes 9 rounds, as balloons take 30 mins travel time (i.e.2 rounds)


    Another import point, which many players don't know is when you & other alliance players are in an alliance town or occupied town, each player gets their own action points, they're not shared.

    The next thing is to time every 15min you need to wave troops in & out in most land battles for full effect, so keep this in mind. But you can always keep a big batch of Hoplites ready to send in if you have to leave the computer.

    What stops waving from working
    the number one problem that stops waving from working, are your other alliance members? Allied players may not talk to each other or someone hears there is a big battle & just sends all troops in & logs off. Allies need to talk to each other. Before you send troops to the current players in a battle, ask what they need. Send in 5 cooks to have a look at the battle, once you see how battle is going it makes it much easier to understand what your ally needs.
    The second thing that stops waving is when towns you are waving from are attacked (but l find this is very rare as when most enemies see a battle raging they just send troops to the battle town & don't think about locking down all nearby towns). l normally like to lock down all the enemy ports on an island as this stops them bringing in more troops. Sometimes l just leave free the port of the town under attack, encouraging the enemy to send in more troops for us to kill!

    Variations of waving
    There are many variations that you can use for waving. You can just send in all troops apart from Balloons & Steam giants & just wave those two types. You can start off not waving & then wave when the time is right (e.g. the mortars & catapults are dead or have run out of ammo, or all the Gyros are dead).

    You just have to think about how much time you have to spare, what you expect to find, what other alliance players are in the area & if they or you have Hep forge running. It sounds hard to begin with, but once you get started & try it, waving all falls into place. With practice you can start causing huge damage.


    Important points
    * You may need 1 extra AP point to wave in Sulphur Carabineers (252 will last 9 rounds)
    * If waving from an occupied town, leave behind enough troops to handle small rebellions
    Waving is good but also dangerous.
    * You will need at least 2 nearby towns to wave from to have enough AP points
    * If waving from another island you must keep a port open or again you may not be able to get in troops through a sea battle
    * You have to be online at least every 15 minutes while waving, so don’t make plans
    * Only use expensive Mortars when you are sure they are safe
    * Always coordinate with allies when you are waving, if allies have Steam giants already in the battle, your troops may not take the front lines
    * Send in the exact amount of troops to fill the slots on the battlefield. Do not send extra, as these will be wasted when you are waving
    * Balloons- if you are not waving in any other troops but you need balloons in battle, but can't be online for a while send in a heap of batches of 30 balloons in each batch. Each batch of 30 will only fight once, so long as a new batch of 30 arrives to take the line. However, you must make sure you pull the used batches of balloons/diving boats before you run out of fresh 30 batches or else you will take huge damage since as the different used batches will not join together, but will go into further battle rounds only in reduced numbers of surviving/left over units.

    Fleets - Use & information

    The battle size change just like they do in land battles, sizes are determined either by the Shipyard or the Trading Port whichever is the biggest. To check your garrison limit go to you town hall in your town. So if you are under the garrison limit the battles size will be smaller, if you are over you will fight in a full size battle field (where more ships take to the field each round)
    There are about 5 different size battle fields

    To check out some great info & see the different battles size go to Ikariam help & then onto Art of warfare & then the Naval battle field

    EL & l have been working on over 20 port & over garrison.

    Position on battle field & what unit can go into it

    a) Close combat - Steam ships, Fire Ships & Rams ships (These are only for when you run out the first two ships)

    b) Flanks - Rams Ships

    c) Long Range - Mortar ships, Catapult Ships, Ballista Ships

    d) First strike - Diving boats & Rocket Ships

    e) Carrier - Balloons Carrier

    f) Carrier defend - Paddle Wheel Speed boats

    g) Moral increase & repair - Tender (does not go on battlefield)



    Who attacks what just the 1st possibility guessing it may get more complex but still to learn

    a) Close combat attack Close combat

    b) Flanks attack flanks

    c) Long Range attack close combat

    d) First strike attack close combat

    e) Carrier attacks first strike attack

    f) Carrier defend attacks balloons

    g) Moral increase & repair


    Best ships to use in each position

    a) Close combat - Flames (steams ships only when waving)

    b) Flanks - Rams ships

    c) Long Range - Mortars {ammo 5}

    d) First strike - Diving boats {ammo 4}

    e) Carrier - Balloon Carrier{ammo 5}

    f) Carrier defend - Paddle Speed boats {ammo 5}

    g) Moral increase & repair – Tender

    Advanced Tech - Sea Battle wave

    Waving Technique -

    This is how we win battles on damage, there are 2 main waving techniques, they are both trying to achieve the same thing, that is to stop the compound hit point loss of your steam ships

    Technique 1
    What we have to do is mixed waves, this involves sending mixed wave of fire ships & Steam Rams, you need to fill the centre 3 slots with fires & the other slots with Steam ships. This way the fires take the bulk of the damage & you lose less Steam ships (very important in a Hep forge verses Hep forge battle)

    You have to adjust the amount you send depending on the size of the battle field, as each battlefield decreases less front fleet are required

    Example
    + 15 Battlefield Send - 21 fire & 12 Steam Rams
    + 22 Battlefield Send - 30 fire & 16 Steam Rams
    + 29 - Full size battle field send - 36 fires & 20 Steam rams

    Technique 2

    This is very similar to technique 1, but is to be used where you have less AP to use & where there is a possibility they enemy may take your waving locations

    What you do here is send in all you Steam rams with your first wave & then wave in & out fires for each round. EG (largest battlefield wave in 36 fires per round)

    Now the most things you will lose in the above technique is Ram Ships & Fire Ships in a 20 round battle you will lose about 600 fires & 300 Ram ships so keep these sucker building all the time

    Sniper Attacks

    This is how to do the new sniper attacks, you send 6 balloons & 1 rams. If you hit a fleet you will lose the 1 ram & kill either 6 Rockets or 3 Submarines (for largest size battlefield, if they have Hep running you will lose 2 balloons so you then kill 4 rockets & 2 submarines.
    So if you are facing a large fleet this is a good way to hammer the first strike units quick & fast with minimal losses.

    But if they have hep running then stop sending sniper attacks as they will win on damage, do this by sending the 1st wave then check how many ships scattered, if 6 scatter you can keep sending as you have only lost the rams if less than 6 then they have hep running so stop sending.


    Example Waving Battle - For Large Player - Technique 1

    Large player
    800 Fire ships
    350 Steam ships only if waving
    300-400 Rams ships
    168 Mortar Ships
    200 Diving boats
    100 Balloons
    200 Paddle Speed boats
    90 Tender


    Wave 1 -Round 1 - 30 min travel time
    Send
    84 Fire ships
    300-400 Rams ships
    42 Mortar
    200 Diving boats
    50-100 Balloons
    200 Paddle speed boats
    30 Tender

    Wave 2 - to arrive round 2 - 15min travel time (Send 16min after wave 1)

    36 Fire
    20 Steam Rams

    Retreat after arrival

    Wave 3 - to arrive round 3 - 15min travel time (Send after round 1 finished)

    36 Fire
    20 Steam Rams

    Retreat after arrival

    Wave 4 - to arrive round 4 - 15min travel time (Send after round 2 finished)

    36 Fire
    20 Steam Rams

    Retreat after arrival

    Wave 5 - to arrive round 5 - 20min travel time (Send after round 3 finished)

    42 Mortar (Retreat after 5 rounds)

    Wave 6 - to arrive round 5 - 15min travel time (Send after round 3 finished)

    36 Fire
    20 Steam Rams

    Retreat after arrival

    Wave 7 - to arrive round 5 - 15min travel time (Send after round 2 finished)

    30 tender (Retreat after 6 rounds)

    Then start waving as per Wave 2 to wave 7


    Example Waving Battle - For Large Player - Technique 2

    Wave 1 -Round 1 - 30 min travel time
    Send
    350 Steam Rams
    300-400 Rams ships
    42 Mortar
    200 Diving boats
    100 Balloons
    200 Paddle speed boats
    30 Tender

    Wave 2 - to arrive round 2 - 15min travel time (Send 16min after wave 1)

    36 Fire

    Retreat after arrival

    Wave 3 - to arrive round 3 - 15min travel time (Send after round 1 finished)

    36 Fire

    Retreat after arrival

    Wave 4 - to arrive round 4 - 15min travel time (Send after round 2 finished)

    36 Fire

    Retreat after arrival

    Wave 5 - to arrive round 5 - 20min travel time (Send after round 3 finished)

    42 Mortar (Retreat after 5 rounds)

    Wave 6 - to arrive round 5 - 15min travel time (Send after round 3 finished)

    36 Fire

    Retreat after arrival

    Wave 7 - to arrive round 5 - 15min travel time (Send after round 2 finished)

    30 tender (Retreat after 6 rounds)

    Then start waving as per Wave 2 to wave 7


    Important points to remember

    * If enemy has active colossus - you may need to reduce wave 1 so you could attack again if you are colossus's

    * Watch you Action Points (AP) need about 10 AP for the above battle

    * You can reduce size of wave for smaller battle fields but you need to watch out if they send in more fleet & over garrison - you can protect from this by send extra steam ships just in case

    * As always if you are fighting Hep forge & don't have 1 retreat battle

    So that has been lots of info on waving it is great fun & causes huge damage


    Suggested Fleets

    Small player
    300 Fire Ships
    100 Ram Ships
    42 Mortar Ships
    50 Diving boats
    30 Balloons
    50 Paddle Speed boats
    30 Tender

    Medium player
    500 Fire Ships
    200 Ram Ships
    84 Mortar Ships
    80-100 Diving boats
    60 Balloons
    80 Paddle Speed boats
    60 Tender

    Large player
    800 Fire ships
    350 Steam ships only is waving
    300-400 Rams ships
    126-168 Mortar Ships
    200 Diving boats
    100 Balloons
    200 Paddle Speed boats
    90 Tender


    Troops - Use & Information

    Heavy Infantry

    Their job is to fight opponents' heavy infantry hand to hand.

    Spearmen (General 0.6) (Hit points 13)
    Very weak, but you don't lose many damage points when they die.

    Uses

    1. Scout attacks - Send 8 spears against a town; if there are 0 or few troops inside, their wall will kill 7 spears in Round 1, and 1 in round 2. This way you get a completed Combat Report, so you can see inside the town & at a cost of only 8 spears. If there are a lot of troops inside all 8 spears die in Round 1, giving you a better idea of where to attack.
    2. Waving – the best way to win battles is by waving troops (more about waving later). Basically by waving Steam Giants in & out each round you reduced the fatigue & overall damage to them. But there is always a chance you mess up your waving, so l always send in about 500 spearman as they will fight in the front lines if you don’t have SG in the battle for a round, then when Steam giants arrive the spearman jump off the battlefield .
    3. Re-population - A great technique for peace time is to build up 1,000 spears per town (usually l build about 100 a week). This way you get an instant re-population source during war time: if low on troops just dismiss some Spears & population is back up again, earning gold, and allowing you to build more troops.

    Hoplites (General 1.4) (Hit points 56) (Armour 1)
    Hops are stronger than Spearmen, Hops should be your units of choice for the front line in all battles if you do not plan to wave SGs. Always bring Docs with your Hops. l suggest 30 Docs at all times.

    Uses

    1. In a big battle, where you cannot wave Steam Giants due to facing enemy Mortars or Catapults and maybe not having enough free AP points, hoplites are best because they have a cap on the amount you can lose (134 when all slots filled on battlefield).
    Basically what happens when fighting with Steam Giants after each round the total damage taken by the Steam Giants are shared across all the alive steam giants in the battle (for example you have 1000 SG in a battle, they each have 184 hit points, you take a total of 16836 damage from the opposition side, some will die each round, the ones that are left each take a shared loss of about 20 hit points each per round, so after about 5 to 6 rounds you will start to see the number of SG dying increase as their hit points get under 50%, if left in long enough you can lose up to 86 SG every round). This is where it is good to send in Hoplites, they do not have to worry about a compounded Hit Point loss, as they die too quick, basically each round you will lose about 80-134). So what you need to think about here is the damage loss:
    134 hoplites = 9,830 damage
    86 SG = 26,660 damage
    This of course is an extreme example but if you are losing more than 32 SG compared 134 hoplites you are losing on damage

    2.You need to use these with care when you are in a battle with many alliance players, as if someone is waving SG to keep down losses & you arrive the Hoplites will take the line before the SG, thus reducing our damage ratio.

    3. If you have hoplites fighting in a battle & they are Hep Forged, then another alliance member waves in some fresh hoplites that are not hep forged there is a high chance the non Hep Forged hoplites will take the line & battle till all dead.

    Steam giants (SG) (Generals 6.2) (Hit points 184) (Armour 3)
    They are the toughest Heavy Infantry in the game, but they also have the highest General/ damage rating when killed.
    The main reason l use:
    1. They can take the most damage & deal the most damage
    2. Do not use SGs in a large battlefield unless you plan to cycle them!!!


    Flanks

    Swordsman - (Generals 1.2) (Hit points 18)
    These are the only effective units to use in the flanks, never use Spearman they are too weak. You must always have flanks in place or his swordsman will run around your heavy infantry & kill your Long range fighters & artillery, then for heavy infantry, if this happens get out of the battle. In a normal battle you will lose 120 swordsmen every round (largest battlefield).

    Long Range fighters

    Long range fighters' job is to fire at & weaken the Heavy Infantry

    Archers & Slingers - Don’t use, they are too weak

    Sulphur Carabineers (SC) (Generals 4) (Hip points 12) (Munitions 3)
    These are the only long range fighters to use, but you must protect them. Maintain heavy infantry in front line, flanks on the side & artillery to take damage from balloons. If you do this you will never lose SCs. The only other issue to worry about for SCs is ammunition, as each SC will fire for 3 rounds. In a large battle 84 SCs will take the battle field at a time, ammunition is shared across all similar troops in one battle. So, if you send in 84 SCs, each round their ammunition will drop 33%, but if you send in 840 SC, each round the ammunition will drop 3.3%. So it is very important with SCs that you use at least 2 waves of them for long battles. For example, wave 1 – 252 SCs will fire for 9 rounds, wave 2 – 252 SCs can take over and you then wave out 1st wave of SCs.

    Artillery
    Artillery has two purposes:
    1. Destroy both Walls & Heavy Infantry
    2. Absorb damage from Balloons

    Rams - (Generals 4.4) (Hit points 88) (Armour 1)
    Rams are not very good at taking down walls, or killing heavy infantry, but are the best at taking damage from balloons, 30 rams can last between 4 to 5 rounds being attacked by balloons.

    Details about use
    1. I send them in at the start of battle when l don’t know what l am going to find, they do not need ammo resupply & they can take the most damage from Balloons.
    2. Rams are just as good vs. hoplites as catapults and mortars, but are cheaper and more resistant to balloon fire
    3. Rams will move off the battlefield if Catapults or Mortars arrive

    Catapults – (generals 11.2) (hit points 54) (Munitions 5)

    Cats are the middle Artillery unit; they cause more damage than rams, & can take more damage than mortars. But they can't destroy walls over level 20.

    Details about use
    1. Their ammunition last 5 rounds
    2. They are cheaper & lose you less damage than Morts when killed
    3. In a long battle if large groups of SG have taken the field, if you can keep catapults firing nonstop they will kill almost as many SG as using Mortars
    4. Try not to use them if you are fighting Hoplites & be very careful when fighting against Balloons


    Mortars – (Generals 31) (hit points 32) (munitions 3)

    Morts are the power house killers in the game, but they lose us the most damage when killed. Never send Morts into a battle if you do not know what you are going to find. The war can be won or lost just from Morts getting killed. If you move them into battle & the other side has balloons you will lose a minimum of 12 in Round 1, more if you do not have Gyros to kill some of their balloons ( 10 x 31 = 310 generals which works out to 15,500 damage, which is the same as having 15,000 units of pillage taken. If it was 70 mortars killed, that would be 108,500 damage).

    Details about use
    1. Only use Morts if l have to take down walls, then l will wave them in & out just when l need to, just to keep down the losses.
    2. l never use them to kill heavy infantry, unless l can be 100% sure all balloons are dead & l can be 100% sure enemy cannot get any more Balloons into battle, by blocking & occupying all other towns & port on the island. It is just not worth the damage risk otherwise
    3. Morts' ammunition only lasts 3 rounds


    Air Units


    Gyrocopter – (Generals 2.5) (hit points 29) (Munitions 4)

    Gyros job is to kill balloons, before they kill our artillery. If you have balloons in the battle, these will get killed by enemy Gyros.
    1. Gyros' ammo only lasts 5 rounds. This is not usually a problem as you will lose a minimum of 8 each round when facing Gyros.
    2. Just like SGs, Gyros take compounded Hit Point loss, so once they have been continually in the same battle for more than 1 to 3 rounds the number of Gyros killed will increase, by one each round. So you need to wave in & out batches of Gyros to keep losses down.


    Balloons (General 5.8) (Hit Points 40) (Munitions 2)

    Balloons are very important, always use as they kill enemy artillery, which causes huge damage & also protects your own troops.
    The important thing to remember
    1 Their Munitions only last 2 rounds this is not usually a problem as you will lose a minimum of 18 each round when facing Gyros
    2 Just like SGs they take compounded Hit Point loss, so once they have been continually in the same battle for more than 1 round the number of balloons killed will increase each round. So by about round 5 all balloons will die each round... So you need to wave in & out batches of these to keep losses down.
    3. Do not send in balloons unless you plan to cycle them. You send them in waves of 30 and you recall a wave as soon as it is hit (number reduces to 12).
    4. Beware the Hep Forge - it is a Balloon killer, if they have an active Hep forge & you don't you will lose 30 balloons every round.

    Auxiliaries
    These can't be killed

    Doctors – help repair damaged units, they only help living units such as Hoplites, SCs & Swords. Doctors are a must with Hoplites. 30-40 docs should be enough with a medium size army.

    Cooks – These are vital units that keep up the moral of your fighting troops, in any battle you must always have 30 cooks to keep your morale up at all times. They do not have to be sent in with the troops in the same wave, l usually send them in wave 1 & leave them in for the full battle, and they will help all of your troops in that battle. If you send less than 30 your moral may drop, any more than 30 is just a waste.

    Suggested Troops & Important Points

    Small player - Suggested Troops
    Spearman 350
    Hoplites 1,500-2,000
    Steam Giants 0
    Swordsman 1,500-2,000
    Sulphur Carabineers 168
    Rams 30
    Catapults 30
    Mortars 30
    Gyros 400
    Balloons 90
    Doctors 30
    Cooks 30

    Average Player - Suggested Troops
    Spearman 350
    Hoplites 2,000- 3,000
    Steam Giants 0
    Swordsman 2,000- 3,000
    Sulphur Carabineers 252
    Rams 60
    Catapults 60
    Mortars 30
    Gyros 600
    Balloons 200
    Doctors 40
    Cooks 60

    Large Player - Suggested Troops
    Spearman 500
    Steam Giants 1,000 (if not waving do not use SG)
    Hoplites 3,000 - 5,000
    Swordsman 4,000 - 5,000
    Sulphur Carabineers 504
    Rams 60
    Catapults 120
    Mortars 60
    Gyros 800-1,000
    Balloons 500 - 800
    Doctors 40
    Cooks 60

    Important points to remember:
    * Always have artillery to take damage from balloons
    * Only use mortars when safe, or for a short a time as possible
    * Always keep flanks full of swords
    * Watch your ammunition
    * Watch out for compounded Hit Point losses on Steam Giants, Balloons & Gyros
    * Always have 30 cooks in a battle
    * Always have an exit strategy, if you start to lose on damage, run away & fight again later.
    * If you are not planning to wave Steam Giants please only use Hoplites

    Advanced Tech - Suggested Land battle Wave Hops

    Suggested Land Battle Wave - Hoplites

    Hi, I have found this technique very effective in Land battles, this works best if only one person is attacking, or alliance players know to leave hoplites & Steam giants out of battle

    Below is based on the largest battlefield (Adjust to different Battlefield sizes)

    Wave 1. (Travel time 30min) (Round 2)
    Send 30 Balloons

    Wave 2. (Travel time 15min) (Round 1)
    Send in, 30 docs, 30 cooks, all swordsman, 84 Carabineers, 60 gyros, 30 Rams (Rams are hardest for balloons to kill), finally send in 350 Hoplites
    Wave 3. (Travel time 30min) (Round 2)
    5 minutes after you send wave 1, send 112 steams, 60 gyro

    Wave 4. (Travel time 15min) (Round 2)
    5 Minutes after you send round 1, Send in 1000 to 2000 Hoplites

    Wave 5. (Travel time 15min) (Round 2)
    5 minutes after you send wave 1 send 30 mortars

    Wave 6. (Travel time 30min) (Round 3)
    5 minutes after you send wave 1 send 30 Balloons

    Round 1 – Occurs
    Now there are lots of decisions to be made once Round 1 has happen & you need to make them fast
    Questions you need to ask yourself
    1. Is town empty? - If so leave the 1st waves as planned & the mortars will take out wall round 2

    2. Are you facing a huge army? - If so

    a. Do they have Hep forge running? If they are running Hep forge quickly look at which player has it active & what troops he started with. If they have lots of Swords, Hoplites & Gyro’s now is a good time to retreat, but if they don't you can keep battling.

    b. What artillery are they using? If they have Mortars & catapults firing, keep sending in the big batch of Hoplites as they will take the line over your steam giants
    If they only have Rams in battle pull back your big batch of Hoplites & let you Steam giant start to take the line and retreat all balloon waves as Rams are very hard to kill if enemy has Gyro

    c. Does enemy have balloons? - if so quickly pull back the Mortars & save till you need them to fight Steam giants or take down the wall


    Now the wave will change depending on the above answers - so l will give you 2 different wave patterns depending on what you are facing

    Wave pattern 2.
    You have found a big army & it does have Mortars or catapult's firing & does not have Hep Forge running

    Wave 5. Retreat before it arrives

    Wave 7. (Travel time 30min) (Round 4)
    As soon as round 1 is finished please send 60 gyros, 30 balloons

    Wave 8. (Travel time 10min) (Round 3)
    As soon as round 1 is finished please send 60 gyro

    Next step-
    Once wave 1 & 3 arrives at battle & the countdown starts to next round recall these troops by hitting the white retreat flag under the troop’s movement page.

    Round 2 - Occurs
    Hoplites will take front line

    Wave 8. (Travel time 30min) (Round 3)
    As soon as round 2 is finished please send 60 gyro, 30 balloons

    Next step-
    Once wave 6 & 8 arrives at battle & the countdown starts to next round recall these troops by hitting the white retreat flag under the troop’s movement page.

    Round 3 - Occurs

    Wave 9.(Travel time 15min) (Round 4)
    As soon as round 3 is finished please send 112 steams, 30 catapults, 30 balloons, 60 gyro

    Next step-
    Once wave 7 arrives at battle & the countdown starts to next round recall these troops by hitting the white retreat flag under the troop’s movement page.

    Wave 10.(Travel time 30min) (Round 5)
    Onwards, keep following the same procedure, send in 60 gyro & 30 balloons to arrive each round & then retreat once they arrive & before round starts. When you run out of mortars & catapults to kill stop sending in Balloons as they do not kill Rams very well & you will take more damage from Gyro. Now can be a good time to start waving Steam giants, all you have to do is retreat wave 4 (big batch of hoplites) & you are ready to go
    To run a full wave of troops that contain balloons nonstop you will need 9 AP, 540 Gyro-copters, 270 Balloons

    Advanced Tech - Suggested Land battle Wave SG

    Hi, I have found this technique very effective in Land battles, this works best if only one person is attacking, or alliance players know to leave hoplites & Steam giants out of battle

    Below is based on the largest battlefield (Adjust to different Battlefield sizes)

    Wave 1. (Travel time 30min) (Round 2)
    Send 30 Balloons

    Wave 2. (Travel time 15min) (Round 1)
    Send in, 30 docs, 30 cooks, all swordsman, 84 Carabineers, 60 gyros, 30 Rams (Rams are hardest for balloons to kill), finally send in 350 Hoplites

    Wave 3. (Travel time 30min) (Round 2)
    5 minutes after you send wave 1, send 112 steams, 60 gyro

    Wave 4. (Travel time 15min) (Round 2)
    5 Minutes after you send round 1, Send in 1000 to 2000 Hoplites

    Wave 5. (Travel time 15min) (Round 2)
    5 minutes after you send wave 1 send 30 mortars

    Wave 6. (Travel time 30min) (Round 3)
    5 minutes after you send wave 1 send 30 Balloons

    Round 1 – Occurs
    Now there are lots of decisions to be made once Round 1 has happen & you need to make them fast
    Questions you need to ask yourself
    1. Is town empty? - If so leave the 1st waves as planned & the mortars will take out wall round 2

    2. Are you facing a huge army? - If so

    a. Do they have Hep forge running? If they are running Hep forge quickly look at which player has it active & what troops he started with. If they have lots of Swords, Hoplites & Gyro’s now is a good time to retreat, but if they don't you can keep battling.

    b. What artillery are they using? If they have Mortars & catapults firing, keep sending in the big batch of Hoplites as they will take the line over your steam giants
    If they only have Rams in battle pull back your big batch of Hoplites & let you Steam giant start to take the line and retreat all balloon waves as Rams are very hard to kill if enemy has Gyro

    c. Does enemy have balloons? - if so quickly pull back the Mortars & save till you need them to fight Steam giants or take down the wall


    Now the wave will change depending on the above answers - so l will give you 2 different wave patterns depending on what you are facing

    Wave pattern 1.
    You have found a big army & it does not have Mortars or catapult's firing

    Wave 1. Retreat before it arrives
    Wave 4. Retreat before it arrives
    Wave 5. Retreat before it arrives
    Wave 6. Retreat before it arrives

    Wave 7. (Travel time 15min) (Round 2)
    As soon as round 1 is finished please send 112 steams, 30 catapults, 60 gyros

    Next step-
    Once wave 3 arrives at battle & the countdown starts too next round recall these troops by hitting the white retreat flag under the troop’s movement page.

    Round 2 - Occurs
    Only a few of your Steam giants will take the line as the hoplites will still fill some of the line

    Wave 8. (Travel time 15min) (Round 3)
    As soon as round 2 is finished please send 112 steams, 30 catapults, 60 gyro

    Next step-
    Once wave 7 arrives at battle & the countdown starts to next round recall these troops by hitting the white retreat flag under the troop’s movement page.

    Round 3 - Occurs
    This round assuming the enemy has the same troops you will have the same losses as before, as we are waving we will not get a increase in the death rate due to Compounded Hit point loss

    Wave 9.(Travel time 15min) (Round 4)
    As soon as round 3 is finished please send 112 steams, 30 catapults, 30 balloons, 60 gyro

    Next step-
    Once wave 8 arrives at battle & the countdown starts to next round recall these troops by hitting the white retreat flag under the troop’s movement page.

    Wave 10.(Travel time 15min) (Round 5)
    Onwards, keep following the same procedure, send in 112 steams, 30 catapults, 60 gyro to arrive each round & then retreat once they arrive & before round starts. To run a full wave of troops nonstop you will need 7 AP, 784 Steam giants, 420 Gyro-copters, 210 catapults. Then even more Steam giants & Gyro if you want to keep waving after round 10

    The post was edited 2 times, last by iots: Some links fixed - after WBB4.1 migration. ().