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Fighting Large Guilds

Flavius Belisarius

Active Member
In order to develop a realistic GvG strategy for Tuulech; first, an evaluation of opponents is required.
CR and SOA (and their ‘sister’ guilds—Phantom Ranch, CR Bunkhouse, & Nomads) according to experience and discussions are the leading components of the Tuulech “Axis of Evil”. RF, while “sworn” to fight the “CR/SOA Alliance” has chosen to resist them without allies. RF is considered to be in the Top Tier. The Great Journey and ~Hexters, Inc are very active in GvG with substantial holdings, but so far have avoided WAR with CR/SOA but are perceived as enemies by RF so they attack them. RF, Hexters, and TGJ form the second tier of power in Tuulech. Spartan Alliance, Phoenix Rising, Random Rewards, Rising Tide, Lemuria, Roman Empire, The Huns, and Legends are in the third tier active in GvG taking sectors CR/SOA and RF do not want.
Continung the analysis is based on these assumptions:
The Top Tier is occupied by large diamond spenders.
The Top Tier is available each day at RECAL time to execute their strategy.
The Top Tier frequently spawns Ghost Guilds & create “sister guilds”
The Top Two Tiers of Guilds have immense combat power. Immense because of how many of their members are extremely strong.
The two factors that create combat power are the ability to regenerate forces and Attack Bonuses available. Attack bonuses derive from Great & Special Buildings built in your city. Regeneration is based solely on the ARC and the Alcatraz. An ARC at Level 80 provides 160 of each good for the city’s age and 90% return on investments in other GB’s. The generated FP’s enable rapid upgrade to combat bonus GBs. An Alcatraz at Level 52 produces 50 units each cycle.
A Level 70 Guild allows for the Alcatraz to spit out units 3 times every two days.
150 units every two days or a complete set of DA’s for two sectors.
Looking at a sampling of 3 active fighters in CR and in SOA (over 10K battles & ranked in the top third of their kiiled) reveals the following averages:
In CR:
-Kraken provides elimination of one enemy unit 93% of the time for 22 battles.
-Arctic Orangery provides a 150 Hit Point Boost 20% of each battle.
-GB’s provide +209% ATK Bonus.
-Special Buildings (I used reviews of five known non-CR/SOA/RF fighters) provide an additional +81% Attack Bonus.
-MAX Tavern Boost +30%
-MAX Potion +20%
Bottom Line: +340% Attack Bonus with only facing 7 DAs 93% for 2+ DAs and adding +150 HP for an attack 20% per DA.
In SOA:
-Kraken provides elimination of one enemy unit 58% of the time for 16 battles.
-Arctic Orangery provides a 150 Hit Point Boost 11% of each battle.
-GB’s provide +161% ATK Bonus.
-Special Buildings (I used reviews of five known non-CR/SOA/RF fighters) provide an additional +81% Attack Bonus.
-MAX Tavern Boost +30%
-MAX Potion +20%
Bottom Line: +292% Attack Bonus with only facing 7 DAs 58% for 2+ DAs and adding +150 HP for an attack 10% per DA.
RF lies somewhere between these two.
 

saknika

Active Member
RaRe work together with CR, as do Renaissance (been fighting the CR and co. for a long time). They usually end up as wall guilds. GJ appears to work with CR/SOA as well. Spartan Alliance did at one point, not sure if that holds true now.
 

Flavius Belisarius

Active Member
Not much we can do in Tuulech.
CR/SOA/RF have too, many uber fighters.....
Us little guys can only be pirates or not play.
With the new Guild BTL GRD, uber fighters will dominate.....
This is the flaw in $$$ for play games.
 

saknika

Active Member
Honestly, I kind of prefer guerrilla warfare and hitting them when I want, as I want. It's way more fun to take land than hold land. LOL As a bonus it usually is annoying to the ones trying to hold the land. Just have to make sure you don't get yourself stuck. :)
 
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