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Leaders Guild


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AuthorLeaders Guild
The pull ability is useful when you have a stack of 1. When you have a large stack, more often than not the choice of your enemy, based on threat, may not want to be brought closer. If one has the shooting dominance then you will tend to not get then closer. As such I do not think this ability will cause as much issue as people are suggesting. The notion of using it to help rush is mostly invalid since there initiative is too low.
I believe alt dwarf will be a major counter to HK, considering fireball, flame wave hitting the box (and bears fearing them away) and harpoon pulling away the blockers.
As such I do not think this ability will cause as much issue as people are suggesting. The notion of using it to help rush is mostly invalid since there initiative is too low.

you say that, but moving things even 1 tile can make huge difference in group battles. Especially in mixed format.
[Post deleted by moderator Meshy // User requested]
[Post deleted by moderator Meshy // User requested]
If I think it will be very interesting and open up some nice tactics. The thing I am aluding to is the trade of between direct damage and moving a stack using the ability and original stack size. For example let's say against HK to disrupt huge stack of wardens.

If you have a small stack of harpooners, then they are likely to get picked of early so cannot use the ability. With s large stack using the ability would have to be on a target other than the wardens, and therefore likely a less efficient use of a large stack(eg hitting crusaders). What I guess may be likely is initially just hitting main target, then when only a little stack they become utility in moving. Could be good with a defensive build
A stack of harpooners? Right now I can only take a max of 6 units of it, that's not a stack, it's a snack for the AI. And those alone will cost you 600 gold to resurrect. So even if you can use their pull, they will still get killed making you drain your gold.
Can someone look at my profile and suggest me some combinations for better battles in LeG.

I'm not at all winning any gold, just training points, nothing else
Nobody is winning gold here bro
it is made to drain gold not make gold
Can someone pls share a combat with harpooners?
https://www.lordswm.com/war.php?lt=-1&warid=942430693
Is the chance of 2 diffirent units that are same rarity to drop the same? For example, I almost never get rouges (only exchanged them once I think), and when it comes to rare units (from events or level ups) its always the same bland ones (like rare tribal being wyvern twice).

So like, both shrew and zombie are uncommon, is the chance to get them from a drop the same?
Nobody is winning gold here bro

It's just that even battling for 1 LeG point, I lost about 150 gold on average.(Automatic)

That's why I need help.
@Gameaddict, be glad that you are not losing 250+ gold on average like most of us are. This guild isn't made to be able to make extra gold, because the higher your leaderguild level becomes the more AI troops you'll face, so you will even start to lose more the higher your leaderguild level becomes.
With LeG you have to invest one of the main comoddities. Either you spend the time to select an army to counter your opponent and not auto, or you spend the gold to save you the time.

Only way to realistically get both is with cerberi and blazing hounds on a rush build since the tactics with them are limited to placement only and AI can do the rest.
Is there a reference around to help people in the decision for troops for LeG?

Essentially what I think is useful to evaluate is the relative hp/ survivability per cost as well as the relative damage per cost.

For hp this would simply be hp/cost, or else scaled to consider the defence value as well (for infiltrators the extra defence from nimbleness is vital)

Similarly with relative damage being damage range divided by cost (again you ould put a factor in to consider their attack value as well.

This would allow people to select troops more reliably as you would want a balance of both.

For example I was trying to decide whether commanders was a good pick and would have enough survivability and damage output.

There ratio of hp is 34/304 = 0.11 - with defence factored in against farmers this is 0.149
this is fairly low compared to enchanted gargs with 20/80 = 0.25 or 0.3 when defence value factored in

A staple I use is invaders which comes in at 0.176 or 0.185 when adjusted for defence.

Consider then damage output, calculated as (min or max / cost)*(1+0.05*attack -1)

The enchanted garg comes in at 0.01375 - 0.0275 whereas commanders would be 0.0341 - 0.0487 with the potential of being doubled with the crusade ability.

Invaders come in with 0.0353- 0.088.

For me therefore I am thinking that perhaps commanders may be better against some undead armies due to the higher ini and speed, so can engage with shooters quicker while staying out of range of liches, and are also less vulnerable to curse in hampering damage output.

A google doc with this info put in I think would be very useful and I guess does not already exist. Though I do recall something out there with a chunk of info but cannot find a link to it anywhere.

I say this as for me the way of making this guild interesting is to mix up the selection of troops, the reason why I don;t so easily is that I cannot easily do that mental arithmetic quickly to judge.

Am I just a boring person who likes spreadsheets a touch too much or would other people be interested in this (these are not mutually exclusive events)?
Equally important note.
I've seen scripts for Roulette and Tavern block. Is there one for LeG too? This is more addictive/expensive than the other two for me.
Every once in a while, I experiment a new build for 1.5 and lose and within a minute, I am down 1.2k in ressurection cost.
I have no general desire for LeG points, but there being not much else to do in a regular basis in this game makes me do those battles every once in a while, and I lose golds that I'd love to keep in my pocket.
for Lord MilesTeg:

All that you said above may be in vain if they keep on increasing the difficulty in the same way as they did until now...

There is no excel in the world that can help me better recruit troops for a fight like this (I'm LG 6, the fight was for 1.2LG): 13 Ogres, 35 Orcs, 80 Goblins , 3 Cyclops, 4 Fire Birds.

I ended up doing the 1LG fight, since the 1.2LG would have ended in me losing a ton of gold.
All the more reason to optimise :) One can always improve, just sometimes it aint easy.

Leg6 feels like a while ago, doesn;t sound that bad.

A similar one at Leg8 was straight forward enough.

https://www.lordswm.com/war.php?lt=-1&warid=957531234&html5=1
This topic is long since last update and considered obsolete for further discussions.
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