Sunday, July 27, 2008

Raiding is FIXED, but only the really angry will raid

So raiding is INDEED fixed. I spent the last two days testing, and defenders beware. You CAN be raided now, pretty successfully.

Here are some of the realities of the raiding:


  • Walls can be targetted. Wooden walls take about 20 secs to go through with 3 troops. If the walls are destroyed the first raid, they will have 0 hitpoints the successive raids and post no threat.
  • Defenders use their speicals! Maybe not intelligently, but this helps a ton of troops become more useful, including the massive human crossbowmen with their 120 range.
  • Denfending troops once they kill your raiders will go RECAP every node you have taken. This doesn't seem to hurt your plunder if you held the node for awhile before racap, but it is something to be aware of.
  • Defenders AGRO range has been unbugged. Before many troops wouldn't agro you until you were very close to them. Now they will almost cross the entire board to get you.
  • Raiders can start anywhere on the edge of the board. This is massive buff for raiding as I can usually take 3 nodes at the start of the fight.
  • Defenders don't spawn in places where they can't move. Often defenders would spawn in the middle of the moat.
  • If you reenforce your troops they spawn somewhere differently then where you setup your troops.
  • God favor cost is WAY up. Not only due to the doubling of the raid cost, but the fact the active defender troops tend to cause you troop loss during the raid. A full raid on a defended territory can EASILY cost 4000 god favor.


Alot of troops that sucked for defending now became awesome:

  1. White Dragons are now worth using, (See video above). I actually saw one blink over to me while attacking, and it was pretty annoying. Considering their new high armor, and low trade cost, they become nice for people defending.
  2. Human Light Cav is still awesome. Light Lancers are awesome. Sabercats, Hell Hounds, Minor Daemons, Wood tanks anything super fast, or with a speed special. At one time I had a spawn of two level 1 Light Cav, two level 1 light lancers and a ballista pounding me. Even with level 10 troops thats alot of attackers.
  3. Level 1s are actually good defenders now. Before they were so buggy that you often could ignore the defenders, or kill them in secs. Now they can swamp you and the respawn before you can wipe them all.
  4. The high god favor means people have to raid you with less CP. I was rolling mostly with 3 troops on my raids, and that makes it way tougher. That still cost 2500 GF a raid.

So don't think you are unvulnerable anymore. Anyone with time and cash can easily burn town alot of your buildings. However the days of easy money while raiding are gone. A level 20 Nation with a bunch of level 1 defenders can make even a full geared level 35 nation take pause.

I recommend EVERYONE to go wilderness if you can meet the following requirments:

  1. For each of your wilderness territories can you field at least 400 CP of level 1 common troops, and leave them there?
  2. Have you built out the 8 watchtowers in your wilderness?
  3. Have you put walls on natural borders to annoy the defenders if possible?
  4. Do you care if you have to repair buildings with god favor every now and then?
  5. Do you spend your shards if you get over 100 as quickly as possible?

If the answer is YES, then by all means, you will find the 12 extra nodes very valuable for your production. For every wilderness you get an extra gold/ore/wood node. And 16 mana shards a day.

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