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[Guide] Nerf's Epic Battle Guides – Part 5 - Attacking – Walls and Defenses

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#1
Posted on 2017-04-17 10:06:52 | Show thread starter's posts only

First I’ll say this Walls and Defences suck.  Absolutely and positively a waste of research.

Now there are many people who swear by them, but let’s take a look at what they really do.

A wall + traps is an initial barrier.  Until the wall is down the attacking troops do not get a chance to take the castle.  One of the most common frustrations I hear is that the walls are going to take days or weeks to recover and even go so far as to shield to avoid damage to the wall.  This should lead to the question, if the wall is so useful why protect it with a shield?

Let’s look at a typical wall:

100,000 HP
100,000 DEF.
100,00 ATK (Via Traps).

So what happens when you attack this?  Well if you can’t do the 100K DMG (ie. Your ATK – WALL DEF), then the wall stays up – you won’t even touch it!.  If you have more than that, the wall comes down.  If you are around that level the wall may just be damaged a little.  If it’s significantly lower then the wall isn’t even damaged.

So what do you need to bring down this 100K wall?

100K / 24 (24 might per T3) = 4166 T3s.

So if someone has over approx 4K T3s, your wall is down.  If someone has less than 4K T3s your wall 
remains.  That is the beginning and end of your wall.  It keeps out small armies – effectively stopping people flaming castles with 1 grunt armies.


Siege?

OK this leads us on to the correct amount of siege to train.  What does siege do?  Well it is commonly believed that Siege “bring down walls” – in reality they are more of a TRAP meat shield.  They absorb trap damage (but are not destroyed themselves).

So for that 100K wall 4K T3 Siege will nicely absorb most of the trap damage.  So all you need to do is divide your target wall HP by 24 to get the number of optimum siege.  Although this is often far too much.  All your troops help take down a wall.  You shouldn’t waste precious space in your attacking army or rally with too much siege. 

As a guideline if you have a good battle hall and regularly lead rallies – you want 30K T3 siege – absolute tops.  For other more regular players around 15-20K should be plenty.  If you are rally captain you should definitely discourage other players from sending any siege at all.

Wall HP and Heal Time?

Walls don’t need to be anywhere near 100% healed to be effective.  All they need is to be non-zero to be work.  To keep out that 2000 T3 army all they need is a few hundred hp.  So don’t stress about your wall damage.  Chuck an hour heal at them and get on with your life.

So why do walls suck so much?

Walls and defences are capped – that is they have a top limit.  Troops on the other hand are effectively limitless.  You can speedup / gem / battlehall / army size your way to whatever size army you can afford. 

The best walls are perhaps 400KHP.  That keeps out an army of 16K T3s.  See where this is going?  Who attacks with <16K troops?  If traps were not capped and you could add unlimited traps then there would be a purpose, unfortunately this isn’t the case.

Summary:

Walls are a vanity shield for attackers with small armies – that’s all they do and are in some ways more useful earlier in the game.

Siege don’t offer much of an advantage except to absorb trap damage.  However send too many siege and your troops destroy the wall, but then are ineffective against a defending army.

Traps can be easily negated by sending in the right amount of siege, they’ll almost always get a few kills and give you a fairly useful might increase.

By all means put basic levels of research / construction into your walls and traps, just don’t go fooling yourself that a huge wall is going to make any long term tactical difference.

Remember: The battle replays are NOT do not show what’s really going on.  Those siege don’t continue to blast other troops and a wall coming down slow doesn’t mean anything to you.  Your troops are not getting destroyed because the wall comes down too slow, ignore that. 

Acknowledgements: 

Thanks to the guys at KMW & the late P*D for assisting in my experiments.  

Nerf (IGG ID: 386179736)

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#2
Posted on 2017-07-13 07:51:44 | Show thread starter's posts only

Let me ask you something, have you ever taken down a 100k wall with 5k troops? Lets say someone has 1m wall, woudl you say you need 50k troops? Do you really think that is how little is needed

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#3
Posted on 2017-07-13 07:52:39 | Show thread starter's posts only

Why is this even in elite trainer lol

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#4
Posted on 2017-07-13 14:03:38 | Show thread starter's posts only

Strange guide indeed.

For starters noone knows the actual base defense of a wall. HP and DEF are two different game mechanics. We can only guess and your guess is as good as mine.

I moved the guide from Elite Trainer to Guide until you provide battle reports that support your claims.

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#5
Posted on 2017-10-31 14:25:11 | Show thread starter's posts only

So what do you need to bring down this 100K wall?

100K / 24 (24 might per T3) = 4166 T3s.

What has might have to do with it?

Nicely formattted guide. Too bad its meaningless as the information is wrong.

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#6
Posted on 2017-11-17 08:10:40 | Show thread starter's posts only

Today I attacked lvl 11 castle,and i have C16 and attacked the abandoned turf since it has no troops (but too many resources) with 2ksiege and 10k army, its health did not even go down..Now i should try with 5k siege

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#7
Posted on 2017-11-17 08:23:21 | Show thread starter's posts only

I had sent heroes too.But 20k army with 400 siege could bring down the wall(tier 2 troops)

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