This is the scenario
Batlefield: 6 mobile, 3 ranged and 3 melee slots
Attackers army setup: many mobile, few melee and few ranged
Defenders army setup: yet to be built
Attacking side players: Max
Defending side players: 2
This battle was played before the attackers had the technology to make catapults, so on the ranged side the defenders had the advantage(when comparing atk/def pr production), in melee the attackers had man at arms and defending had phalanx, so the attacking side had the advantage there.
On the Mobile area both sides had the possibility to make horsemen and cavalry, so its an equal match here.
Obviously since the attackers had a max player alliance they are expected to have more production to back up their army, so the only way for defending alliance to win is using the only area they have the advantage, ranged.
What defending side will then build is:
1 horseman
1 spearman
Loads of Archers
After each round where the attackers attack the defending side will probably have lost a horseman since this is where the majority of the enemy army is focused, defending side will then make another horseman and add him to the field to prevent attacking side from getting flanking bonus. Meanwhile every time the defending side attacks its gonna hit the attacking sides ranged, so they will quickly gain the 2x bonus.
Ofc the attacking side can do the same trick adding 1 new archer each round, but that just shows how the system is flawed.
So to sum up the problems, if both sides have players online it will be a really boring battle where every round 1 unit will die. If one side doesn't have a player online they will be massacred without doing any real damage.
Also because of this the only unit people should really make is the one with the best atk/def pr production and ignore all other areas.



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