![]() ![]() The swordsman eat up every last bit of moat.(I still have to play with the timings a bit, but those have worked well for me) 1 Rallying cry (15-20s delay) surrounded by plenty of swordsman.1 Heal (25s delay) next to the rallying cry captain.3 archer volleys into the keep (5-10s delay) placed as far back as possible (aiming into the keep/front door) surrounded by Archers.5 captains (very little risk of losing them all) 90% pillage.If you can afford to use 2 captain waves, one for the raze and one for the clear you can do this set up: Catapult Volley – Catapults fire from a corner of the to the area surrounding the captain after a preset amount of time has elapsed.Battle Cry – Troops surrounding the captain deal more damage to enemy wall after a preset amount of time has elapsed.Arrow Volley – Arrows fire from a corner of the map to the area surrounding the captain after a preset amount of time has elapsed.Rallying Cry -Heals all units within 5 tiles of the captain after after a preset amount of has elapsed.Delay – Delays all units within 5 tiles of the captain for however many seconds the delay is set for before during the attack setup.There are a total of 5 possible captain tactics each with different abilities you can choose from when setting up your attack. The most popular use for captains is for razing or capturing new villages. The Captain is the only melee unit which you can place on your castle walls and towers. Remember the AI is incapable of Razing or Capturing your villages therefore it can be a waste of gold to station 5 captains in each village during times of peace.Ĭaptains cannot issue tactical orders from inside your castle, these tactical commands are for attacks only. ![]() After maxing the Captain research you are allowed 5 captains per village allowing you to station 5 in your keep if you are under attack. The captain is the strongest unit you can use for defense and they are best placed in the keep if you are under a capture/raze attack. Recruitment cards will not reduce the cost of recruiting Captains. You fail a raze against your enemy – the price for your next captain will go down by 1000.You successfully raze your enemy, the price for your next captain will go down by 1000(Even though your won the raze the captain still dies, yeah I know, strange.).You capture your fifteenth village – the minimum cost for your next captain will be 15000.You capture your second village – the minimum cost for your captain will be 2000.I’ll admit this may confuse new players so I will give some examples On the other hand when your captain dies during a raze or any other common attack, the price for the next captain will revert to the previous cost incurred when purchasing that captain. However, if later your village is captured or razed, the price of your next captain will go down by 1000. When you use a captain to purchase or capture a village, even if the capture is successful, that captain will become unavailable and the price increase for him will remain. The base price for your first captain is 1000 for each additional captain you purchase, the price increases by 1000. Captains are needed to successfully capture or raze any human player’s village. The Captain is the most powerful combat unit in the game having excellent armor resistance to both melee and ranged damage while sustaining a powerful melee attack identical to that of a knight. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |