Over Powered Captain Tactics
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- Posts: 4
- Joined: Sun Oct 27, 2013 3:14 pm
Over Powered Captain Tactics
Hey guys i want to post this here see if we can get this nerfed a bit.
Below i am posting general army numbers, i understand it can vary a lot if you play cards etc.
100 cats, 200 pikes, 200 archers.
This is the normal army make.
It takes about 7 armies and a captain army to raze a well carded village.
Now with the captain tactics - Arrow volley and Catapult barrage working.
You can raze ANY village with -
150 cats, pikes and archers (2 drills)
1 big captain army with 3-5 captains.
1 captain for arrow volley (to clear the keep, this can clear even 5 captains in the keep)
1 captain for catapult barrage (also to clear the keep plays well together with arrow volley)
1 captain for healing
1 captain for delay (the raze captain)
So this means you can spend about 5-6 USD carding a castle, or wait a month or so for it to complete building and you lose it with 2 well timed drills and a big captain tactics army.
This also means i can time a raze within mere mins, say 2-3 mins if my drills are close by.
If i need to time 7 armies it would take longer which means the player has more time to ID.
But with the captain tactics being so overpowered you look away and you can get raze.
I have personally tested this, and also have been a target of this.
It really works very well.
I would much rather like it if it take more armies to destroy a castle rather then just 2-4.
Hope something can be done to fix it.
Below i am posting general army numbers, i understand it can vary a lot if you play cards etc.
100 cats, 200 pikes, 200 archers.
This is the normal army make.
It takes about 7 armies and a captain army to raze a well carded village.
Now with the captain tactics - Arrow volley and Catapult barrage working.
You can raze ANY village with -
150 cats, pikes and archers (2 drills)
1 big captain army with 3-5 captains.
1 captain for arrow volley (to clear the keep, this can clear even 5 captains in the keep)
1 captain for catapult barrage (also to clear the keep plays well together with arrow volley)
1 captain for healing
1 captain for delay (the raze captain)
So this means you can spend about 5-6 USD carding a castle, or wait a month or so for it to complete building and you lose it with 2 well timed drills and a big captain tactics army.
This also means i can time a raze within mere mins, say 2-3 mins if my drills are close by.
If i need to time 7 armies it would take longer which means the player has more time to ID.
But with the captain tactics being so overpowered you look away and you can get raze.
I have personally tested this, and also have been a target of this.
It really works very well.
I would much rather like it if it take more armies to destroy a castle rather then just 2-4.
Hope something can be done to fix it.
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- Posts: 34
- Joined: Wed Dec 08, 2010 9:39 pm
Re: Over Powered Captain Tactics
Well returned after a year on world 1 and started domination. Then I reviewed the captain tactics. Now I'm not very * If I will continue. Although I even use some cards, I find the captain tactics very overpowered, i think it was better before.
We need captain asasins now.
We need captain asasins now.
- Fatal
- Posts: 677
- Joined: Fri Nov 05, 2010 11:46 am
Re: Over Powered Captain Tactics
Someone send me the raze report, that 5 caps attack
Left you 7.05.2014
Unbreakable feral spirit
Unbreakable feral spirit
- Lord Alacrity
- Posts: 813
- Joined: Mon Jan 31, 2011 4:30 pm
- Location: Firefly
Re: Over Powered Captain Tactics
We appreciate the feedback regarding this and are considering a variety of viewpoints regarding the effectiveness and costs of captain attacks. We appreciate your suggestions and urge you to keep them coming.
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- Posts: 180
- Joined: Mon Aug 29, 2011 7:27 pm
Re: Over Powered Captain Tactics
However it may be easier to attack then defend however it is less costly to defend then attack
So it balances itself out
So it balances itself out
- emplexity
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- Posts: 180
- Joined: Mon Aug 29, 2011 7:27 pm
Re: Over Powered Captain Tactics
Who needs castles to defend ?
- AuKhan
- Posts: 570
- Joined: Tue Dec 21, 2010 8:43 am
Re: Over Powered Captain Tactics
There are no strongholds in Stronghold Kingdoms,
just weak castles that fall like cardboard.
Nerf the cats or buff the walls.
just weak castles that fall like cardboard.
Nerf the cats or buff the walls.
- emplexity
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Re: Over Powered Captain Tactics
AuKhan wrote:There are no strongholds in Stronghold Kingdoms,
just weak castles that fall like cardboard.
Nerf the cats or buff the walls.
I want the same thing but any bets there will be some disagreement.
+1
#1 knob in world 1
- AuKhan
- Posts: 570
- Joined: Tue Dec 21, 2010 8:43 am
Re: Over Powered Captain Tactics
It is cheaper to defend, IF you win.
But, if you lose, you lose your entire village.
And a village is worth far more than the troops needed to defeat it.
But, if you lose, you lose your entire village.
And a village is worth far more than the troops needed to defeat it.